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by Published on 2013-06-14 09:23 AM

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Edriel's Mystic Suggestions: Part 2, Demonic Essences' Drop Rate, Dealing With Constructive Criticism, Archon's E3 Recap

Patch 5.4 - Siege of Orgrimmar Encounters
Many of the bosses have unfinished or placeholder models. You can see a little bit more about why Garrosh looks like this during part of the fight in the encounter journal entries.





Patch 5.4 Item Levels
Ghostcrawler gave us an idea of the item levels we will see on Patch 5.4 loot.



Updated Garrosh Model
Ghostcrawler also replied to a question about new character models. You can reply to his tweet to let him know what you think!



Patch 5.4 Class Changes
Originally Posted by Blizzard Entertainment
Kil'Jaeden's Cunning Feedback
The simple fact is that the constant, passive ability to perform a complete DPS rotation while moving was never intended to be a core feature of the Warlock class. Those who remember the early days of Patch 5.0 will recall that, initially, Kil’Jaeden’s Cunning actually increased cast time whenever it was triggered. In those days, that extra cast time made the talent so unattractive that very few players actually took it. We decided to try it as only a snare instead, but that has had the opposite effect: in Patch 5.3, virtually all Affliction Warlocks are using Kil'Jaeden’s Cunning. Remember, we want talents to be meaningful choices. If one talent is far and away superior to its neighbors, there’s a problem. There were also some very strange side effects (such as the ability to cast something like Fear while ducking in and out of line of sight).

Now, as I mentioned, the ability to always cast on the move wasn’t intended as a core Warlock feature (otherwise, it wouldn’t have been a talent). However, that doesn’t mean we want Warlock DPS to plummet every time there’s a fire on the ground. One thing that may have gone under the radar is the fact that the new version of KJC is not on the global cooldown, and can be cast while another cast is already in process. So, for example, you won’t have to interrupt a Chaos Bolt to activate KJC should you need to react to something in a hurry.

Furthermore, it’s a change that we’re certainly going to balance around. Remember, we’re very early in what is likely to be a lengthy PTR cycle. There’s plenty of time to tweak and tinker with it. In fact, a recent change made internally allows Haunt to be cast while moving by default. The goal is most certainly not that Warlocks lose out on a ton of DPS or lose viability in raid encounters. We do encourage you to hop on the PTR, experiment with it, and tell us what think once you’ve gotten some hands-on time!

I dont know if this is an issue with implementation on the PTR or bad information, I tried the new KJC on the ptr and it was on the GCD and it did interrupt a current spell cast.
If it's acting that way on the PTR currently, it's just an outdated implementation of the spell. Again, we're very early in the PTR cycle. (Blue Tracker / Official Forums)

Patch 5.4 PTR Class Changes
"Moonkin Form no longer reduces all damage taken by 15%"
This is huge nerf for PvP... You need to compensate or something. Else I'm doomed to play arenas on alts again

We removed these because they were causing a lot of problems in PvE situations. Don't fret though as we intend to balance around this change as we can adjust the damage in PvP to compensate for this in many different ways, such as resilience.

To those wondering why Aspect of the Iron Hawk was only reduced in damage reduction rather than removed, this is because it's a talent and it still needs to have a purpose. We are happy that this change will mean that the other talents in that tier will be more attractive now.

In general I think that gamebreaking effects, such as the Warrior one, do not fit into PvP. Even if the chance of proccing is only <1%, it still feels out of place. I think we would get the "5.1 TBF"-situation
The goal is for PvE set bonuses to not be the best choice possible, but not for them to be worthless either. We don't want PvE-focused players to be afraid to set foot in PvP by deactivating these cool set bonuses in PvP. If a PvE set bonus proves problematic though, we'll adjust it accordingly.

What i do not understand though is why now add it all in a certain rating and not giving em gradually like tbc? As you also said there are no rewards for those below the said ratings which is quite high for many so there is no "within reach" goal that will push certain mindset of ppl to try a lil harder every time
This follows the same logic as that of the Challenge mode armor rewards. Since they're a purely cosmetic reward, it doesn't make much sense to reward items one at a time because having several different items of varying colors would look out of place.

This is overpowered. You'll have to be lower it to 20 - 30% off the CDs. Bubble with 2.5 minute CD and divine protection with 30 seconds is stupid. Can't let it go through or you'll have so much complains on these forums.
The reason that this change is occurring is because we felt that Unbreakable Spirit was weak compared to its counterparts. We’ll be keeping a close eye on it, so be sure to test it out on the PTR when it becomes available.

Now that we have a blue in here, whats the idea of making destru, one of the only speccs that has to cast to do damage, lose the only way to get it off? When you were versing 2 melees or hunter - melee as it is, getting casts off wasnt something easy to do, and now with nerfed mobility, how are you ever going to get a chaos bolt off to contribute to a kill?
The reason for this change is that Kil'Jaeden's Cunning just felt too good and over 99% of Affliction Warlocks were taking it. We weren't happy with the snare effect, but when it had a cast time debuff instead, no one used it. Changing it to just be a snare effect ended up making the talent too good. We have a long PTR cycle ahead, there is plenty of time to tinker with it, and Warlocks will be balanced around this.

It’s worth noting that the new Kil'Jaeden's Cunning is off of the global cooldown and can be cast while another spell cast is already in progress. For the Affliction Warlocks worried about this change; one recent change on the 5.4 PTR is that Haunt is now castable while moving.

why rather not worry about the fact that 80% of the arena team above a certain rating are hunter-oriented? And there are changes coming for Hunters as well as the recent hotfixes that stopped pets summoned by Stampede using abilities and giving Blink Strikes a 20 second cooldown. Don't forget also:

We have a long PTR cycle ahead, there is plenty of time to tinker with it
There will be more changes to come, so keep your eyes on the patch notes blog and test out the changes when the 5.4 PTR comes around. Don't take all of these changes as the final ones, there are more to come and those that we have made can change as well. As Ghostcrawler said; "The PTR is our Petri dish and not every experiment works". (Blue Tracker / Official Forums)

Blue Posts
Originally Posted by Blizzard Entertainment
Tier Set Pieces
We currently do not have any plans to remove tier sets from LFR. (Blue Tracker / Official Forums)

Stromgarde Scenario
Just to avoid any further confusion, there is no Stromgarde scenario in patch 5.4, and what you’ve seen datamined is little more than a developer experiment with a stand-in name.

This happens quite often; developers will put something quick together to test out some new tech or functionality, and the remnants occasionally slip through to the PTR files where dataminers can get ahold of them.

So, just to be clear, there is currently nothing related to Stromgarde in production. That’s not to say it’s a location we’ll never revisit, but should that happen, it will not be in 5.4, and the recently datamined files will not be part of it. (Blue Tracker / Official Forums)

Golden Lotus Daily Quests
The world does and will change from time to time and this change is no exception. You'll still have a variety of ways to get Golden Lotus rep, but yeah things won't be the same in the Vale. (Blue Tracker / Official Forums)

Legendary Quest Catch-up
There is no way for the gap to ever be closed as by the time they get the gem - patch 5.4 is out.
By the time they get cloak(which they will have to do old LFR for) everyone will get what i assume is an op weapon and the content will prolly be complete...


When Patch 5.4 is released, the legendary quest items from 5.0/5.1 will drop in Throne of Thunders for players that are on that step of the questline. The developers don't see much value in keeping Tier 14 relevant once Tier 16 is available.

However, in 5.4, if you decide to run Tier 14 raids for those items, you will see a dramatically increased drop chance. (Blue Tracker / Official Forums)

Flexible Raid System Clarifications
Will the lockout be similar to LFR where you can run it again (with only 1 chance per week for loot) or will it be like normal, where you can only kill a boss once per week?
Right now, the idea is to have FR lockouts work very similarly to lockouts in LFR.

You will be able to repeat bosses, and that will actually still be somewhat rewarding, you’ll be able to use additional bonus rolls, earn Valor Points, and potentially loot some shinnies from trash...

There’s something unique about FRs though, I’ll explain it with an example:
Let's say you join a 12man and kill the first boss, leave the raid, and join a 20man, you might have to repeat the first boss.

"Might", so how does that work?
If everyone in the new 20man raid has already killed the first boss just like you did, then that boss will not spawn.
But even if only 1 of the players in that 20man has not killed the first boss, he will spawn again and everyone else will have to repeat the encounter. (Blue Tracker / Official Forums)

What's Cooking In the Hearth?
There were a few Hearthstone updates today, so be sure to check out the full post on Hearthpwn!


Originally Posted by Blizzard Entertainment
  • Explore the world of Hearthstone with Quests: Immerse yourself in new, ever-changing quests that you can complete to acquire valuable Gold. New Quests await you every day!
  • Gold is Hearthstone’s new currency: Use your hard-earned Gold to purchase more packs of cards to complete your collection. Gold can also be used to gain entry into The Forge!
  • Leveling system: Have a favorite class? Level them up to new heights to gain basic and Golden basic cards the more you play. Gain experience for any game you play, win or lose - you’ll gain additional experience for a well-fought victory.
  • Battle your friends: Want to challenge your friends to a friendly fireside duel? You can now add them to your friends list and challenge them to a game. Talk about Hearthstone strategy as well with our added friends chat feature!
  • Updated card frames: We’ve added some lovely new card frames that make each class more visually distinctive at first (and second!) glance.
by Published on 2013-06-13 10:27 AM

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D3's PS3 Multiplayer Trailer, PS3 Custom Skin Giveaway, Blue Posts, E3 Photo Gallery

Hearthstone Soundtrack

Patch 5.4 - Updated Garrosh Model
Along with the corrupted looking Garrosh model, Patch 5.4 also added an updated version of the normal Garrosh model. This version has a face that can express emotion and hands that have moving fingers.



Patch 5.4 - World Changes
Two of the bigger changes to come to the world in Patch 5.4 are the corruption in the Vale of Eternal Blossoms and increased activity in Orgrimmar and Razor Hill.

The Vale of Eternal Blossoms has been drained dry of any water and corruption has spread throughout most of the Vale, damaging things. Unfortunately the Golden Pagoda did not survive, so you won't be able to do the Golden Lotus daily quests anymore! You can also see a new raid entrance under the center of what was once a lake.


Over in Orgrimmar, the Kor'kron Elite have taken over the job of guarding the city and have an increased presence throughout town. Meanwhile, in Razor Hill, you can find some Orgrimmar Refugees camped out, as well as Baine and Vol'jin standing in town with their troops.



Patch 5.3 Hotfixes - June 10
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
  • Hunter (Forums / Skills / Talent Calculator)
    • General
      • Arcane Shot now deals 10% more damage. [Requires a realm restart]
      • Cobra Shot now deals 10% more damage. [Requires a realm restart]
      • Hunter Pets summoned by Stampede now only use auto-attacks against their target. [Requires a realm restart]
      • Steady Shot now deals 10% more damage. [Requires a realm restart]
    • Talents
      • Blink Strikes now has a 10-yard minimum range, and the teleportation effect cannot happen more than once every 20 seconds. [Requires a realm restart]

Quests
  • Destroying the Altars: Master Summoner Zarod should once again drop Master Summoner's Staff, allowing players to complete the quest.
  • The Might of Three: Buffs from the four celestials should now continue to work properly for players entering the Big Blossom Excavation area. [Requires a realm restart]

Creatures
  • Bleeding Hollow Tormentor no longer summons a Bleeding Hollow Worg.

Raids, Dungeons, and Scenarios
  • Throne of Thunder
    • Durumu the Forgotten
      • Elixir of Detect Lesser Invisibility will no longer allow players to see fog beasts while they are invisible.
      • Fixed an issue where Azure Fog may incorrectly trigger Flash Freeze at the end of the Light Spectrum phase.
    • Ji-Kun
      • Fixed an issue where players intercepting food globules were not properly gaining stacks of Slimed, preventing them from obtaining higher stacks of the Primal Nutrient damage buff.
    • Lei Shen
      • Lei Shen will now always drop a Titan Runestone or Secrets of the Empire for players that are on the legendary quest line. [Requires a realm restart]

Brawler's Guild
  • Ro-Shambo should now properly display the UI for Rock, Paper, Scissors! if the character was casting a spell at the time.

Bug Fixes
  • Rocketway rockets in Azshara should no longer be despawning too quickly after being summoned.
  • Mac
    • Fixed an issue where changing the resolution settings could cause hot corners to not work correctly on Mac OS X 10.8.
    • Fixed an issue where binding a modifier key to a mouse button could cause the modifier key to become stuck.
    • Fixed an issue where certain circumstances could cause the cursor to become smaller than intended on the Retina MacBook Pro.

Blue Posts
Originally Posted by Blizzard Entertainment
Virtual Realms
can someone explain how this works, and which realms will be linked together etc? Will I be seeing people from WRA etc in Stormwind?
We're working on an article currently that will explain more about Virtual Realms in detail. We're hoping to have it out to you all soon and will do our best to answer as many questions as you have as possible.

Keep in mind, we've only released the PTR notes at this point and still have testing, refining, more testing, gathering constructive feedback, testing, and then... when we think it's actually ready, releasing this live. While we have an idea of when we think we are going to have the patch go live, it's no guarantee that everything will go as expected (*crosses her fingers*). This isn't something that's going to be out in a week or anything.

You mean listening to the complaints of the players and then promptly spitting in their faces?
I've never "spit" in anyone's face in my life, I assure you.

Ghostcrawler said it yesterday in a tweet, consider the PTR like a petri dish. We're going to put things on there from time to time to test out how they work. By doing this, we get to see the results without having to commit them and affect a larger population of players in a "permanent" way. Constructive feedback from testers is always a valuable commodity as is just having people go in to the PTR and playing like they normally would so that we can see the effect of the changes.

As I also said, Virtual Realms will not be releasing overnight. There's still time before we go live with them and we still have more to do to make sure they work in a way that makes sense and adds value to the community they serve. Again, I think once we get more details in front of people, and are able to answer more questions about it and what it will do, the more likely many of the concerns I've seen here will be addressed. And if they're not, we'll work to address them as much as possible.

Area 52 currently has queues as high as 1300 just to get on. Are these super high pop realms going to be merged with other super high pop realms? A52 is mostly horde, but if we merge with a mostly alliance server, we're looking at double the queue if we have another 1300 alliance also trying to get on. That's the major concern I have, is population and massive queues, especially with everything being 50% off and more people coming to our already flooded server.
I can't answer about specific realms or how they will be connected (or not) currently, but I can say that we're very aware of the need to balance between a having a healthy population and ending up with queues. We will want to make sure that people can get in and play when they want to and still have people and resources they can rely on to have a great play experience. (Blue Tracker / Official Forums)

Patch 5.4 Set Bonuses
I don't think these will go live in their current state in rated PvP.
You're correct, the numbers on set bonuses are actually just place holders for the moment. At this time try focusing your feedback for set bonuses around the actual mechanics rather than the tuning of the numbers. (Blue Tracker / Official Forums)

LFR and Flex Loot Restriction
Our very own “Crabby” recently tweeted (#1 #2) about loot options in Flexible Raids. Just in case some of you missed it, we’re considering the possibility of having certain pieces of loot drop only in Flexible, Normal and Heroic raids.

We know that Tier and Legendary items are both very appealing to all types of raiders, but removing either of those from LFR at this point in time would tamper with the consistency of this expansion, there are a lot of players that rely solely on LFR to get those items and they are expecting LFR to continue to have the same sort of philosophy and design until at least the end of the expansion. Drastic and unexpected changes that impact negatively on parts of the player base is something we should try to avoid as much as possible.

So, for now, instead of making tier pieces exclusive to F/N/H raids, we’re considering the possibility of giving exclusivity to F/N/H on certain valuable pieces that don’t belong to any Tier. We know this isn’t exactly what some of you have been asking for, and that is doesn’t solve the issue of players going into LFR for a chance to get a piece of Tier, but it does provide more value and exclusivity/prestige to raids other than LFR without undermining players that have been relying exclusively on LFR as their main endgame progression experience since the start of the expansion.

I’d also like to point out that LFR content has always been staggered, and FR follows that same pattern but at an accelerated pace; that will probably make it less likely for raiders to run LFR in search for Tier drops, unless of course, they still prefer the accessibility of LFR over Flexible raids. I know that being time efficient is what drives many players, and having tier bonuses at the cost of a lower ilvl might still look like a better option than having to organize a Flexible raid. In the end we like to give players more options, and despite what some might say, I don’t think they will be overwhelming with the addition of Flexible Raids.

May I ask what the reason is for the stagger in Flexi? Makes sense in LFR, but not so much for Flexi imo!

You didn't exactly say the reason for flexi, only LFR, but maybe its one and the same?

Same reason as LFR I would say. We want to make a distinction between Normal and Heroic from the rest, players shouldn’t feel very compelled to go into LFR or even FR if they’re into more serious raiding, it’s still ok if there’s some appeal to them just as long as it doesn’t feel absolutely mandatory, especially a few weeks after LFR has opened.

I don’t like to generalize that much and I think that sometimes I inadvertently fall into the trap of extreme generalization. What I mean is, not all raiders are the same. There’s players raiding normal at a very slow pace, others that clear content as fast as it opens, so I can’t really say FR or LFR will be appealing to normal or heroic raiders, I can only imagine that guilds with slower progress will probably go into FR and LFR to help with their progression much more often than a guild that clears all normal content in a week, so I suppose we can say that FR and LFR shouldn’t be very appealing to anyone at a moderate to fast progression rate, but it’s ok if others that are struggling a bit more or those that can’t commit to guild raiding schedules for more than 1 or 2 days a week feel more inclined to try FR and LFR. (Blue Tracker / Official Forums)

Hunter Hotfix Concerns
Originally Posted by Blizzard Entertainment
The changes we have coming for Blink Strikes are intended to assist with the regular complaint we hear about peeling Hunter pets. The change will mean that Hunter pets will only be able to Blink Strike once every 20 seconds and there will be a 10 yard minimum range to avoid the pet using it off cooldown when it's already close to the target. We hope that this will help with Hunter pets utilizing large amounts of glue to stick to their targets.

Our plans for Stampede are actually quite simple to explain; we are removing the ability for the pets summoned through Stampede to use any abilities. The end result of this change should be that the pets a Hunter summons from Stampede will only be able to auto-attack. As you are all aware, these changes will result in a quite the reduction of net damage for Hunters, because of this we have also done a minor 15% buff to the damage of Arcane Shot.

So we asked for hunter nerfs since their damage is ridiculously overpowered and instead they're pretty much getting buffed? Not sure if I'm catching your drift.
The damage gained from the buffs you can receive from using Stampede is no longer possible, which lowers Hunter damage. The pets summoned by Stampede can no longer bite/claw/nibble/tickle, they can only use auto-attacks, lowering damage during Stampede. Blink Strikes now has a 20 second cooldown making the pet easier to peel instead of them blinking all over the Arena to their target. These are all nerfs which are heavily targeted at pets which mainly effects Beast Mastery Hunters.

In regards to the "triple trinket" that BM hunters have; we have no plans to remove Bestial Wrath from Readiness at this time. Please continue to present your feedback on these changes though as we're always interested to hear your opinions on them. (Blue Tracker / Official Forums)

We’re aware that the latest round of hotfixes caused some confusion for many Hunters, and want to offer some insight into the logic and reasoning that led to these particular changes.

Patch 5.3 resulted in Hunters feeling a bit stronger in PvP than in 5.2, where we feel they were in a much better place overall. Stampede in particular has been proving troublesome. We originally designed it with an “empty your stables” theme primarily for flavor–we wanted you to be able to see all of your favorite pets. In practice, it turned into more of a “deck building” mini-game, where Hunters were managing their entire stable to bring as much crowd control, raid buffs, etc. as possible. That’s opposite of our intentions with the Mists stable redesign; we want you to be able to pull out whichever pet you feel is ideal for your current situation. If you’re instead filling your stable based on whatever’s ideal for Stampede, you lose that entirely.

Furthermore, this min-maxing led to Stampede being a bit stronger of a DPS cooldown than we’d really like, especially for Beast Masters (who are already quite bursty in PvP). The hotfix lets us tone Stampede back just a little, and once again allows Hunters to keep whichever pets they like in the stable.

With Blink Strikes, our goals with the original 5.3 changes were to reduce Hunter burst for PvP as well as give them a passive talent option. Generally speaking, we prefer active talents to be slightly superior to passive talents in the same tier. No one will choose an active talent if it requires more work for the same reward. So, we wanted Blink Strikes to be DPS-neutral. Instead, it ended up being a PvP buff, hence the hotfix.

Regarding the changes to Arcane Shot, Cobra Shot, and Steady Shot, we had originally only buffed Arcane shot, but there was some risk that it would change Hunter rotations, which wasn’t our intent. We simply wanted to compensate for the Stampede and Blink Strikes changes. Ultimately, our goal with all of these changes is simply to tone back some of the outlying behaviors that were causing Hunters to feel a little too strong in PvP in 5.3, without much impact elsewhere. (Blue Tracker / Official Forums)

Guild Wars 2 Authorized Shoutcaster Program
GW2 is adding an interesting spectator mode to make PvP Shoutcasting easier. It allows authorized shoutcasters to enter matches as a spectator, as well as a Custom Arena to assist them in hosting matches and or creating their own shows.

by Published on 2013-06-12 01:47 AM

Follow WoWDB on Twitter for Patch 5.4 updates!

Update (7:20 AM EST): A few more small fixes to the item sets have been made.
Update (6:00 AM EST): A bug that affected all of the item sets has been corrected. You may need to clear your cache to see the updated image.
Update (4:20 AM EST): A listing of Siege of Orgrimmar bosses was added.
Update (4:00 AM EST): A listing of Tier 16 items was added.
Update (3:15 AM EST): The Hunter Tier 16 is currently missing a helm and shoulders.
Update (2:50 AM EST): Added official Patch 5.4 PTR notes and updated our summary.
Update (2:11 AM EST): Added Rogue Season 14.
Update (1:50 AM EST): Added Death Knight Season 14.
Update (1:40 AM EST): Added Druid and Hunter Season 14.
Update (1:30 AM EST): Added Monk and Paladin Season 14.
Update (1:20 AM EST): Added Priest and Shaman Season 14.
Update (1:10 AM EST): Added Warrior and Warlock Season 14. Keep in mind there are a few bugs with these early previews!
Update (12:55 AM EST): Added Mage and Warlock Tier 16.
Update (12:35 AM EST): Added more new models.
Update (12:20 AM EST): Added the WarNightSaberMount and a few interesting points about the client strings that point to a new type of server merging.
Update (11:55 PM EST): So far we have added Corrupted Garrosh, Sha of Pride, some interesting client strings, and some of the new items.

Patch 5.4 PTR - Build 17056
Build 17056 will be deployed to the PTR realms soon.

  • Patch 5.4 adds Virtual Realms, which will essentially merge lower population realms. This will allow you to keep playing on your current realm, but do arenas, raids, and dungeons with people in your realm group, as well as use a merged Auction House and trade with other players in your realm group.
  • Patch 5.4 also adds Proving Grounds, with four different difficulty levels for trials: Bronze, Silver, Gold, and Endless. Endless difficulty matches you up against enemies of constantly increasing difficulty.
  • Patch 5.4 also adds a new scenario: The Celestial Tournament. Its achievement is listed under Pet Battles.
  • A new Darkmoon boss will make an appearance, a giant Dire Wolf. He appears to drop a pet, a mount, and a transmog weapon.
  • A new pet battle tournament is coming to the Timeless Isle.
  • The chance for awarding loot from kills or bonus rolls has been increased for Mogu'shan Vaults, Heart of Fear, Terrace of Endless Spring, and Throne of Thunder on Raid Finder difficulty.
  • The chance for awarding loot from using a bonus roll has been increased for Throne of Thunder on Normal difficulty.
  • Players who obtain a realm-best time in a Challenge Mode dungeon will receive a temporary title specific to each dungeon which will persist for as long as a player retains the top time on the realm. They will also receive a Feat of Strength.
  • All permanent item enhancements provided by Enchanting, Engineering, Leatherworking, Tailoring, and various vendors and quests are now able to be applied to items of any level. The effects of these enchantments will be scaled down to the level of the player using the item.



Mage and Warlock Tier 16
The Hunter Tier 16 is currently missing a helm and shoulders.



Season 14 PvP Sets





Corrupted Garrosh





Sha of Pride





Skeletal Warhorse and War NightSaber Mount



New Models



New Strings
Originally Posted by MMO-Champion
  • BINDING_NAME_TARGETARENA1 - Target Arena Enemy 1
  • BINDING_NAME_TARGETARENA2 - Target Arena Enemy 2
  • BINDING_NAME_TARGETARENA3 - Target Arena Enemy 3
  • BINDING_NAME_TARGETARENA4 - Target Arena Enemy 4
  • BINDING_NAME_TARGETARENA5 - Target Arena Enemy 5
  • COALESCED_REALM_TOOLTIP - Coalesced Realm (*)\nGroup, Whisper
  • COMBAT_TEXT_ABSORB_ADDED - +%s (Absorb)
  • ERR_GUILD_INVITE_SELF - You can't invite yourself to a guild.
  • ERR_MAIL_CANT_SEND_REALM - You can't send mail to that realm.
  • ERR_REALM_NOT_FOUND - Cannot find that realm.
  • FLEX_RAID - Flexible Raid
  • FULL_PLAYER_NAME - %s-%s
  • INTERACTIVE_REALM_TOOLTIP - Interactive Realm (#)\nGroup, Whisper, Mail, Trade, Guild, Arena
  • INTERACTIVE_SERVER_LABEL - (#)
  • OPTION_TOOLTIP_SHOW_COMBAT_HEALING_ABSORB_SELF - Shows a message when you gain a shield.
  • OPTION_TOOLTIP_SHOW_COMBAT_HEALING_ABSORB_TARGET - Display amount of shield you added to the target.
  • POWER_TYPE_DINO_SONIC - Resonance
  • POWER_TYPE_OLD_GOD_ENERGY - Y'shaarj Energy
  • POWER_TYPE_TITAN_ENERGY - Titan Energy
  • SHOW_COMBAT_HEALING_ABSORB_SELF - Shields
  • SHOW_COMBAT_HEALING_ABSORB_TARGET - Shields
  • SPELL_FAILED_CUSTOM_ERROR_197 - You don't have enough currency to do that.
  • SPELL_FAILED_CUSTOM_ERROR_198 - Target cannot benefit from that spell
  • SPELL_FAILED_NO_DUNGEON_ENCOUNTER - Requires engaging %s
  • START_RAID - Start Raid
  • UNITNAME_SUMMON_TITLE22 - %s's Pride



New Map



New Items
A partial list of new items is below, but you can always browse the WoWDB PTR site with filters.

Level Type Spec Slot Name
1Junk Empty Puppy Collar
1Companion Pets Rascal-Bot
1Companion Pets Crafty
20Companion Pets Moon Moon
1Companion Pets Essence of Xuen
1Other Timeless Coin
1Key Key to the Menagerie
1Quest The Scourgelord's Grips
90Leatherworking Pattern Pattern: Hardened Magnificent Hide and Its Uses
90Leatherworking Pattern Schematic: Chief Engineer Jard's Journal
90Tailoring Pattern Pattern: Celestial Cloth and Its Uses
90Blacksmithing Plans Plans: Balanced Trillium Ingot and Its Uses
86Cooking Recipe Recipe: Pandaren Treasure Noodle Cart Kit
86Cooking Recipe Recipe: Deluxe Noodle Cart Kit
86Cooking Recipe Recipe: Grand Noodle Cart Kit
86Cooking Recipe Recipe: Noodle Cart Kit
86Cooking Recipe Recipe: Grand Deluxe Noodle Cart Kit
86Cooking Recipe Recipe: Grand Pandaren Treasure Noodle Cart Kit
90Parts Balanced Trillium Ingot
90Cloth Celestial Cloth
90Leather Hardened Magnificent Hide
1TabardTabard Art Template Cloth Tabard - Tabard_A_01PVPTabard_S14
1Fist WeaponOne Hand Moonfang's Paw
1Consumable Flawless Family Battle-Stone
1Consumable Marked Flawless Battle-Stone
1Consumable Marked Flawless Battle-Stone
1Consumable Marked Flawless Battle-Stone
1Consumable Marked Flawless Battle-Stone
1Consumable Marked Flawless Battle-Stone
1Consumable Marked Flawless Battle-Stone
1Consumable Marked Flawless Battle-Stone
1Consumable Marked Flawless Battle-Stone
1Consumable Marked Flawless Battle-Stone
1Consumable Marked Flawless Battle-Stone
1Consumable Moonfang Shroud
1Consumable Shimmering Moonstone
90Food & Drink Deluxe Noodle Cart Kit
90Food & Drink Pandaren Treasure Noodle Cart Kit
90Food & Drink Grand Noodle Cart Kit
90Food & Drink Grand Deluxe Noodle Cart Kit
90Food & Drink Grand Pandaren Treasure Noodle Cart Kit
85Food & Drink Noodle Soup
85Food & Drink Deluxe Noodle Soup
85Food & Drink Pandaren Treasure Noodle Soup
90Food & Drink Noodle Cart Kit


Tier 16 Sets

Level Type Spec Slot Name
554PlateMeleeChest Breastplate of the All-Consuming Maw
554PlateTankChest Chestguard of the All-Consuming Maw
554PlateMeleeHead Faceguard of the All-Consuming Maw
554PlateMeleeHands Gauntlets of the All-Consuming Maw
554PlateMeleeLegs Greaves of the All-Consuming Maw
554PlateTankHands Handguards of the All-Consuming Maw
554PlateMeleeHead Helmet of the All-Consuming Maw
554PlateTankLegs Legguards of the All-Consuming Maw
554PlateMeleeShoulders Pauldrons of the All-Consuming Maw
554PlateMeleeShoulders Shoulderguards of the All-Consuming Maw
541PlateMeleeChest Breastplate of the All-Consuming Maw
541PlateTankChest Chestguard of the All-Consuming Maw
541PlateMeleeHead Faceguard of the All-Consuming Maw
541PlateMeleeHands Gauntlets of the All-Consuming Maw
541PlateMeleeLegs Greaves of the All-Consuming Maw
541PlateTankHands Handguards of the All-Consuming Maw
541PlateMeleeHead Helmet of the All-Consuming Maw
541PlateTankLegs Legguards of the All-Consuming Maw
541PlateMeleeShoulders Pauldrons of the All-Consuming Maw
541PlateMeleeShoulders Shoulderguards of the All-Consuming Maw
521PlateMeleeChest Breastplate of the All-Consuming Maw
521PlateTankChest Chestguard of the All-Consuming Maw
521PlateMeleeHead Faceguard of the All-Consuming Maw
521PlateMeleeHands Gauntlets of the All-Consuming Maw
521PlateMeleeLegs Greaves of the All-Consuming Maw
521PlateTankHands Handguards of the All-Consuming Maw
521PlateMeleeHead Helmet of the All-Consuming Maw
521PlateTankLegs Legguards of the All-Consuming Maw
521PlateMeleeShoulders Pauldrons of the All-Consuming Maw
521PlateMeleeShoulders Shoulderguards of the All-Consuming Maw
Level Type Spec Slot Name
554LeatherPhysical DPSLegs Breeches of the Haunted Forest
554LeatherSpell SpiritHead Cover of the Haunted Forest
554LeatherSpell DPSHands Gloves of the Haunted Forest
554LeatherPhysical DPSHands Grips of the Haunted Forest
554LeatherPhysical DPSHands Handguards of the Haunted Forest
554LeatherSpell SpiritHands Handwraps of the Haunted Forest
554LeatherPhysical DPSHead Headguard of the Haunted Forest
554LeatherPhysical DPSHead Headpiece of the Haunted Forest
554LeatherSpell SpiritHead Helm of the Haunted Forest
554LeatherSpell DPSLegs Leggings of the Haunted Forest
554LeatherPhysical DPSLegs Legguards of the Haunted Forest
554LeatherSpell SpiritLegs Legwraps of the Haunted Forest
554LeatherSpell SpiritShoulders Mantle of the Haunted Forest
554LeatherPhysical DPSChest Raiment of the Haunted Forest
554LeatherSpell DPSChest Robes of the Haunted Forest
554LeatherPhysical DPSShoulders Shoulderguards of the Haunted Forest
554LeatherSpell DPSShoulders Shoulderwraps of the Haunted Forest
554LeatherPhysical DPSShoulders Spaulders of the Haunted Forest
554LeatherPhysical DPSChest Tunic of the Haunted Forest
554LeatherSpell SpiritChest Vestment of the Haunted Forest
541LeatherPhysical DPSLegs Breeches of the Haunted Forest
541LeatherSpell SpiritHead Cover of the Haunted Forest
541LeatherSpell DPSHands Gloves of the Haunted Forest
541LeatherPhysical DPSHands Grips of the Haunted Forest
541LeatherPhysical DPSHands Handguards of the Haunted Forest
541LeatherSpell SpiritHands Handwraps of the Haunted Forest
541LeatherPhysical DPSHead Headguard of the Haunted Forest
541LeatherPhysical DPSHead Headpiece of the Haunted Forest
541LeatherSpell SpiritHead Helm of the Haunted Forest
541LeatherSpell DPSLegs Leggings of the Haunted Forest
541LeatherPhysical DPSLegs Legguards of the Haunted Forest
541LeatherSpell SpiritLegs Legwraps of the Haunted Forest
541LeatherSpell SpiritShoulders Mantle of the Haunted Forest
541LeatherPhysical DPSChest Raiment of the Haunted Forest
541LeatherSpell DPSChest Robes of the Haunted Forest
541LeatherPhysical DPSShoulders Shoulderguards of the Haunted Forest
541LeatherSpell DPSShoulders Shoulderwraps of the Haunted Forest
541LeatherPhysical DPSShoulders Spaulders of the Haunted Forest
541LeatherPhysical DPSChest Tunic of the Haunted Forest
541LeatherSpell SpiritChest Vestment of the Haunted Forest
521LeatherPhysical DPSLegs Breeches of the Haunted Forest
521LeatherSpell SpiritHead Cover of the Haunted Forest
521LeatherSpell DPSHands Gloves of the Haunted Forest
521LeatherPhysical DPSHands Grips of the Haunted Forest
521LeatherPhysical DPSHands Handguards of the Haunted Forest
521LeatherSpell SpiritHands Handwraps of the Haunted Forest
521LeatherPhysical DPSHead Headguard of the Haunted Forest
521LeatherPhysical DPSHead Headpiece of the Haunted Forest
521LeatherSpell SpiritHead Helm of the Haunted Forest
521LeatherSpell DPSLegs Leggings of the Haunted Forest
521LeatherPhysical DPSLegs Legguards of the Haunted Forest
521LeatherSpell SpiritLegs Legwraps of the Haunted Forest
521LeatherSpell SpiritShoulders Mantle of the Haunted Forest
521LeatherPhysical DPSChest Raiment of the Haunted Forest
521LeatherSpell DPSChest Robes of the Haunted Forest
521LeatherPhysical DPSShoulders Shoulderguards of the Haunted Forest
521LeatherSpell DPSShoulders Shoulderwraps of the Haunted Forest
521LeatherPhysical DPSShoulders Spaulders of the Haunted Forest
521LeatherPhysical DPSChest Tunic of the Haunted Forest
521LeatherSpell SpiritChest Vestment of the Haunted Forest
Level Type Spec Slot Name
554MailPhysical DPSHands Saurok Stalker's Gloves
554MailPhysical DPSHead Saurok Stalker's Headguard
554MailPhysical DPSLegs Saurok Stalker's Legguards
554MailPhysical DPSShoulders Saurok Stalker's Spaulders
554MailPhysical DPSChest Saurok Stalker's Tunic
541MailPhysical DPSHands Saurok Stalker's Gloves
541MailPhysical DPSHead Saurok Stalker's Headguard
541MailPhysical DPSLegs Saurok Stalker's Legguards
541MailPhysical DPSShoulders Saurok Stalker's Spaulders
541MailPhysical DPSChest Saurok Stalker's Tunic
521MailPhysical DPSHands Saurok Stalker's Gloves
521MailPhysical DPSHead Saurok Stalker's Headguard
521MailPhysical DPSLegs Saurok Stalker's Legguards
521MailPhysical DPSShoulders Saurok Stalker's Spaulders
521MailPhysical DPSChest Saurok Stalker's Tunic
Level Type Spec Slot Name
554ClothSpell DPSHands Gloves of the Chromatic Hydra
554ClothSpell DPSHead Hood of the Chromatic Hydra
554ClothSpell DPSLegs Leggings of the Chromatic Hydra
554ClothSpell DPSShoulders Mantle of the Chromatic Hydra
554ClothSpell DPSChest Robes of the Chromatic Hydra
541ClothSpell DPSHands Gloves of the Chromatic Hydra
541ClothSpell DPSHead Hood of the Chromatic Hydra
541ClothSpell DPSLegs Leggings of the Chromatic Hydra
541ClothSpell DPSShoulders Mantle of the Chromatic Hydra
541ClothSpell DPSChest Robes of the Chromatic Hydra
521ClothSpell DPSHands Gloves of the Chromatic Hydra
521ClothSpell DPSHead Hood of the Chromatic Hydra
521ClothSpell DPSLegs Leggings of the Chromatic Hydra
521ClothSpell DPSShoulders Mantle of the Chromatic Hydra
521ClothSpell DPSChest Robes of the Chromatic Hydra
Level Type Spec Slot Name
554LeatherPhysical DPSChest Fire-Charm Chestguard
554LeatherPhysical DPSHead Fire-Charm Crown
554LeatherPhysical DPSHands Fire-Charm Gauntlets
554LeatherPhysical DPSHands Fire-Charm Grips
554LeatherSpell SpiritHands Fire-Charm Handwraps
554LeatherPhysical DPSHead Fire-Charm Headpiece
554LeatherSpell SpiritHead Fire-Charm Helm
554LeatherPhysical DPSLegs Fire-Charm Leggings
554LeatherPhysical DPSLegs Fire-Charm Legguards
554LeatherSpell SpiritLegs Fire-Charm Legwraps
554LeatherSpell SpiritShoulders Fire-Charm Mantle
554LeatherPhysical DPSShoulders Fire-Charm Shoulderguards
554LeatherPhysical DPSShoulders Fire-Charm Spaulders
554LeatherPhysical DPSChest Fire-Charm Tunic
554LeatherSpell DPSChest Fire-Charm Vest
541LeatherPhysical DPSChest Fire-Charm Chestguard
541LeatherPhysical DPSHead Fire-Charm Crown
541LeatherPhysical DPSHands Fire-Charm Gauntlets
541LeatherPhysical DPSHands Fire-Charm Grips
541LeatherSpell SpiritHands Fire-Charm Handwraps
541LeatherPhysical DPSHead Fire-Charm Headpiece
541LeatherSpell SpiritHead Fire-Charm Helm
541LeatherPhysical DPSLegs Fire-Charm Leggings
541LeatherPhysical DPSLegs Fire-Charm Legguards
541LeatherSpell SpiritLegs Fire-Charm Legwraps
541LeatherSpell SpiritShoulders Fire-Charm Mantle
541LeatherPhysical DPSShoulders Fire-Charm Shoulderguards
541LeatherPhysical DPSShoulders Fire-Charm Spaulders
541LeatherPhysical DPSChest Fire-Charm Tunic
541LeatherSpell DPSChest Fire-Charm Vest
521LeatherPhysical DPSChest Fire-Charm Chestguard
521LeatherPhysical DPSHead Fire-Charm Crown
521LeatherPhysical DPSHands Fire-Charm Gauntlets
521LeatherPhysical DPSHands Fire-Charm Grips
521LeatherSpell SpiritHands Fire-Charm Handwraps
521LeatherPhysical DPSHead Fire-Charm Headpiece
521LeatherSpell SpiritHead Fire-Charm Helm
521LeatherPhysical DPSLegs Fire-Charm Leggings
521LeatherPhysical DPSLegs Fire-Charm Legguards
521LeatherSpell SpiritLegs Fire-Charm Legwraps
521LeatherSpell SpiritShoulders Fire-Charm Mantle
521LeatherPhysical DPSShoulders Fire-Charm Shoulderguards
521LeatherPhysical DPSShoulders Fire-Charm Spaulders
521LeatherPhysical DPSChest Fire-Charm Tunic
521LeatherSpell DPSChest Fire-Charm Vest
Level Type Spec Slot Name
554PlateMeleeChest Lightning Emperor's Battleplate
554PlateSpell DPSChest Lightning Emperor's Breastplate
554PlateTankChest Lightning Emperor's Chestguard
554PlateMeleeHead Lightning Emperor's Faceguard
554PlateMeleeHands Lightning Emperor's Gauntlets
554PlateSpell SpiritHands Lightning Emperor's Gloves
554PlateSpell SpiritLegs Lightning Emperor's Greaves
554PlateTankHands Lightning Emperor's Handguards
554PlateSpell SpiritHead Lightning Emperor's Headguard
554PlateMeleeHead Lightning Emperor's Helmet
554PlateTankLegs Lightning Emperor's Legguards
554PlateMeleeLegs Lightning Emperor's Legplates
554PlateSpell SpiritShoulders Lightning Emperor's Mantle
554PlateMeleeShoulders Lightning Emperor's Pauldrons
554PlateMeleeShoulders Lightning Emperor's Shoulderguards
541PlateMeleeChest Lightning Emperor's Battleplate
541PlateSpell DPSChest Lightning Emperor's Breastplate
541PlateTankChest Lightning Emperor's Chestguard
541PlateMeleeHead Lightning Emperor's Faceguard
541PlateMeleeHands Lightning Emperor's Gauntlets
541PlateSpell SpiritHands Lightning Emperor's Gloves
541PlateSpell SpiritLegs Lightning Emperor's Greaves
541PlateTankHands Lightning Emperor's Handguards
541PlateSpell SpiritHead Lightning Emperor's Headguard
541PlateMeleeHead Lightning Emperor's Helmet
541PlateTankLegs Lightning Emperor's Legguards
541PlateMeleeLegs Lightning Emperor's Legplates
541PlateSpell SpiritShoulders Lightning Emperor's Mantle
541PlateMeleeShoulders Lightning Emperor's Pauldrons
541PlateMeleeShoulders Lightning Emperor's Shoulderguards
521PlateMeleeChest Lightning Emperor's Battleplate
521PlateSpell DPSChest Lightning Emperor's Breastplate
521PlateTankChest Lightning Emperor's Chestguard
521PlateMeleeHead Lightning Emperor's Faceguard
521PlateMeleeHands Lightning Emperor's Gauntlets
521PlateSpell SpiritHands Lightning Emperor's Gloves
521PlateSpell SpiritLegs Lightning Emperor's Greaves
521PlateTankHands Lightning Emperor's Handguards
521PlateSpell SpiritHead Lightning Emperor's Headguard
521PlateMeleeHead Lightning Emperor's Helmet
521PlateTankLegs Lightning Emperor's Legguards
521PlateMeleeLegs Lightning Emperor's Legplates
521PlateSpell SpiritShoulders Lightning Emperor's Mantle
521PlateMeleeShoulders Lightning Emperor's Pauldrons
521PlateMeleeShoulders Lightning Emperor's Shoulderguards
Level Type Spec Slot Name
554ClothSpell SpiritHead Cowl of the Exorcist
554ClothSpell DPSHands Gloves of the Exorcist
554ClothSpell SpiritHands Handwraps of the Exorcist
554ClothSpell SpiritHead Hood of the Exorcist
554ClothSpell DPSLegs Leggings of the Exorcist
554ClothSpell SpiritLegs Legwraps of the Exorcist
554ClothSpell SpiritShoulders Mantle of the Exorcist
554ClothSpell SpiritChest Raiment of the Exorcist
554ClothSpell DPSChest Robes of the Exorcist
554ClothSpell DPSShoulders Shoulderguards of the Exorcist
541ClothSpell SpiritHead Cowl of the Exorcist
541ClothSpell DPSHands Gloves of the Exorcist
541ClothSpell SpiritHands Handwraps of the Exorcist
541ClothSpell SpiritHead Hood of the Exorcist
541ClothSpell DPSLegs Leggings of the Exorcist
541ClothSpell SpiritLegs Legwraps of the Exorcist
541ClothSpell SpiritShoulders Mantle of the Exorcist
541ClothSpell SpiritChest Raiment of the Exorcist
541ClothSpell DPSChest Robes of the Exorcist
541ClothSpell DPSShoulders Shoulderguards of the Exorcist
521ClothSpell SpiritHead Cowl of the Exorcist
521ClothSpell DPSHands Gloves of the Exorcist
521ClothSpell SpiritHands Handwraps of the Exorcist
521ClothSpell SpiritHead Hood of the Exorcist
521ClothSpell DPSLegs Leggings of the Exorcist
521ClothSpell SpiritLegs Legwraps of the Exorcist
521ClothSpell SpiritShoulders Mantle of the Exorcist
521ClothSpell SpiritChest Raiment of the Exorcist
521ClothSpell DPSChest Robes of the Exorcist
521ClothSpell DPSShoulders Shoulderguards of the Exorcist
Level Type Spec Slot Name
554LeatherPhysical DPSHands Nine-Tailed Gloves
554LeatherPhysical DPSHead Nine-Tailed Helmet
554LeatherPhysical DPSLegs Nine-Tailed Legguards
554LeatherPhysical DPSShoulders Nine-Tailed Spaulders
554LeatherPhysical DPSChest Nine-Tailed Tunic
541LeatherPhysical DPSHands Nine-Tailed Gloves
541LeatherPhysical DPSHead Nine-Tailed Helmet
541LeatherPhysical DPSLegs Nine-Tailed Legguards
541LeatherPhysical DPSShoulders Nine-Tailed Spaulders
541LeatherPhysical DPSChest Nine-Tailed Tunic
521LeatherPhysical DPSHands Nine-Tailed Gloves
521LeatherPhysical DPSHead Nine-Tailed Helmet
521LeatherPhysical DPSLegs Nine-Tailed Legguards
521LeatherPhysical DPSShoulders Nine-Tailed Spaulders
521LeatherPhysical DPSChest Nine-Tailed Tunic
Level Type Spec Slot Name
554MailPhysical DPSChest Cuirass of the Witch Doctor
554MailSpell SpiritHead Faceguard of the Witch Doctor
554MailSpell DPSHands Gloves of the Witch Doctor
554MailPhysical DPSHands Grips of the Witch Doctor
554MailSpell SpiritHands Handwraps of the Witch Doctor
554MailSpell SpiritChest Hauberk of the Witch Doctor
554MailSpell SpiritHead Headpiece of the Witch Doctor
554MailPhysical DPSHead Helmet of the Witch Doctor
554MailSpell DPSLegs Kilt of the Witch Doctor
554MailPhysical DPSLegs Legguards of the Witch Doctor
554MailSpell SpiritLegs Legwraps of the Witch Doctor
554MailSpell SpiritShoulders Mantle of the Witch Doctor
554MailSpell DPSShoulders Shoulderwraps of the Witch Doctor
554MailPhysical DPSShoulders Spaulders of the Witch Doctor
554MailSpell DPSChest Tunic of the Witch Doctor
541MailPhysical DPSChest Cuirass of the Witch Doctor
541MailSpell SpiritHead Faceguard of the Witch Doctor
541MailSpell DPSHands Gloves of the Witch Doctor
541MailPhysical DPSHands Grips of the Witch Doctor
541MailSpell SpiritHands Handwraps of the Witch Doctor
541MailSpell SpiritChest Hauberk of the Witch Doctor
541MailSpell SpiritHead Headpiece of the Witch Doctor
541MailPhysical DPSHead Helmet of the Witch Doctor
541MailSpell DPSLegs Kilt of the Witch Doctor
541MailPhysical DPSLegs Legguards of the Witch Doctor
541MailSpell SpiritLegs Legwraps of the Witch Doctor
541MailSpell SpiritShoulders Mantle of the Witch Doctor
541MailSpell DPSShoulders Shoulderwraps of the Witch Doctor
541MailPhysical DPSShoulders Spaulders of the Witch Doctor
541MailSpell DPSChest Tunic of the Witch Doctor
521MailPhysical DPSChest Cuirass of the Witch Doctor
521MailSpell SpiritHead Faceguard of the Witch Doctor
521MailSpell DPSHands Gloves of the Witch Doctor
521MailPhysical DPSHands Grips of the Witch Doctor
521MailSpell SpiritHands Handwraps of the Witch Doctor
521MailSpell SpiritChest Hauberk of the Witch Doctor
521MailSpell SpiritHead Headpiece of the Witch Doctor
521MailPhysical DPSHead Helmet of the Witch Doctor
521MailSpell DPSLegs Kilt of the Witch Doctor
521MailPhysical DPSLegs Legguards of the Witch Doctor
521MailSpell SpiritLegs Legwraps of the Witch Doctor
521MailSpell SpiritShoulders Mantle of the Witch Doctor
521MailSpell DPSShoulders Shoulderwraps of the Witch Doctor
521MailPhysical DPSShoulders Spaulders of the Witch Doctor
521MailSpell DPSChest Tunic of the Witch Doctor
Level Type Spec Slot Name
554ClothSpell DPSHands Gloves of the Thousandfold Hells
554ClothSpell DPSHead Hood of the Thousandfold Hells
554ClothSpell DPSLegs Leggings of the Thousandfold Hells
554ClothSpell DPSShoulders Mantle of the Thousandfold Hells
554ClothSpell DPSChest Robes of the Thousandfold Hells
541ClothSpell DPSHands Gloves of the Thousandfold Hells
541ClothSpell DPSHead Hood of the Thousandfold Hells
541ClothSpell DPSLegs Leggings of the Thousandfold Hells
541ClothSpell DPSShoulders Mantle of the Thousandfold Hells
541ClothSpell DPSChest Robes of the Thousandfold Hells
521ClothSpell DPSHands Gloves of the Thousandfold Hells
521ClothSpell DPSHead Hood of the Thousandfold Hells
521ClothSpell DPSLegs Leggings of the Thousandfold Hells
521ClothSpell DPSShoulders Mantle of the Thousandfold Hells
521ClothSpell DPSChest Robes of the Thousandfold Hells
Level Type Spec Slot Name
554PlateMeleeChest Battleplate of the Last Mogu
554PlateTankChest Chestguard of the Last Mogu
554PlateMeleeHead Faceguard of the Last Mogu
554PlateMeleeHands Gauntlets of the Last Mogu
554PlateTankHands Handguards of the Last Mogu
554PlateMeleeHead Helmet of the Last Mogu
554PlateTankLegs Legguards of the Last Mogu
554PlateMeleeLegs Legplates of the Last Mogu
554PlateMeleeShoulders Pauldrons of the Last Mogu
554PlateMeleeShoulders Shoulderguards of the Last Mogu
541PlateMeleeChest Battleplate of the Last Mogu
541PlateTankChest Chestguard of the Last Mogu
541PlateMeleeHead Faceguard of the Last Mogu
541PlateMeleeHands Gauntlets of the Last Mogu
541PlateTankHands Handguards of the Last Mogu
541PlateMeleeHead Helmet of the Last Mogu
541PlateTankLegs Legguards of the Last Mogu
541PlateMeleeLegs Legplates of the Last Mogu
541PlateMeleeShoulders Pauldrons of the Last Mogu
541PlateMeleeShoulders Shoulderguards of the Last Mogu
521PlateMeleeChest Battleplate of the Last Mogu
521PlateTankChest Chestguard of the Last Mogu
521PlateMeleeHead Faceguard of the Last Mogu
521PlateMeleeHands Gauntlets of the Last Mogu
521PlateTankHands Handguards of the Last Mogu
521PlateMeleeHead Helmet of the Last Mogu
521PlateTankLegs Legguards of the Last Mogu
521PlateMeleeLegs Legplates of the Last Mogu
521PlateMeleeShoulders Pauldrons of the Last Mogu
521PlateMeleeShoulders Shoulderguards of the Last Mogu


New Icons



Siege of Orgrimmar Bosses
Originally Posted by MMO-Champion
The tensions stoked by Garrosh Hellscream's arrogance have reached a boiling point with the destruction unleashed upon the Vale of Eternal Blossoms. Leaders of the Alliance and Horde lay siege to Hellscream's capital in order to topple the ruthless Warchief once and for all!

  • Immerseus - Tears of the Vale
  • The Fallen Protectors
  • Norushen - [PH]
  • Sha of Pride - The Seventh Sha [PH]
  • Galakras - Warlord Zaela's proto-drake [PH]
  • Iron Juggernaut
  • Kor'kron Dark Shaman - Haromm and Kardris trained thousands of shaman to whisper reverently to the elements to requisition their aid. The army of Garrosh, however, does not ask - they take what they desire in the name of the True Horde. Dark Shamanism forces the elements into servitude, twisting them into burned-out ash, corrupted waters, and toxic air.
  • General Nazgrim - Once a grunt in service of the former warchief, Thrall, General Nazgrim rose quickly through the ranks after overwhelming victories in Grizzly Hills and the sunken city of Vashj'ir. Fiercly loyal to the Horde and bound by a rigorous code of honor and duty, Nazgrim will hold the line for his warchief until his dying breath.
  • Malkorok
  • Spoils of Pandaria
  • Thok the Bloodthirsty
  • Siegecrafter Blackfuse
  • Paragons of the Klaxxi
  • Garrosh Hellscream - Warchief of the True Horde.



Achievement Changes
Originally Posted by MMO-Champion
Battle
Pet Battles

Collect
Pet Battles

Feats of Strength

Player vs. Player



Spell Changes
Originally Posted by MMO-Champion
Mounts
Ground
  • Moonfang (New) Summons and dismisses a rideable Moonfang. This mount's speed changes depending on your Riding skill. Account wide. 1.5 sec cast.

Companions
  • Crafty (New) Right Click to summon and dismiss Crafty. This pet is awesome. Battle Pet. Instant.
  • Moon Moon (New) Right Click to summon and dismiss Moon Moon. Battle Pet. Instant.
  • Rascal-Bot (New) Right Click to summon and dismiss Pierre. If you give him a moment to heat up, he makes an excellent cooking fire. Battle Pet. Instant.

Item Set Bonuses

Death Knight (Forums / Skills / Talent Calculator)

Druid (Forums / Skills / Talent Calculator)

Hunter (Forums / Skills / Talent Calculator)
  • Item - Hunter T16 2P Bonus (New) Arcane Shot and Multi-shot reduce the cooldown of Rapid Fire by 2 seconds per cast.
  • Item - Hunter T16 4P Bonus (New) Explosive Shot casts have a 40% chance to increase the number of charges your next Lock and Load effect has. Instant Aimed shots reduce the cast time of your next Aimed Shot by 50%. Offensive abilities used during Bestial Wrath increase all damage dealt by 2%, stacking up to 15 times.

Mage (Forums / Skills / Talent Calculator)
  • Item - Mage T16 2P Bonus (New) Arcane Missiles causes your next Arcane Blast within 10 sec to cost 25% less mana, stacking up to 4 times. Consuming Brain Freeze grants 1 charge of Fingers of Frost. Consuming Pyroblast! increases your haste by 750 for 4 sec, stacking up to 5 times.
  • Item - Mage T16 4P Bonus (New) Arcane Missiles has a 20% chance to not consume Arcane Missiles!. Consuming Brain Freeze has a 75% chance to drop an icy boulder on your target. Fireball and Pyroblast have a 10% chance to cause Inferno Blast to have no cooldown for 6 sec.

Monk (Forums / Skills / Talent Calculator)

Paladin (Forums / Skills / Talent Calculator)

Priest (Forums / Skills / Talent Calculator)
  • Item - Priest T16 2P Bonus (New) Serendipity also increases the healing of your next Greater Heal or Prayer of Healing by 50% per stack. While Archangel is active, your critical chance is increased by 10%.
  • Item - Priest T16 4P Bonus (New) Circle of Healing and Prayer of Mending casts increase the effect of your next Holy Word spell by 50%, stacking up to 10 times. While Spirit Shell is active, you gain 10% haste and 3,500 mastery.
  • Item - Priest T16 Shadow 2P Bonus (New) Shadowy Recall effects have their critical damage bonus increased by 100%.
  • Item - Priest T16 Shadow 4P Bonus (New) Each Shadow Orb consumed for Devouring Plague increases the damage of your next Mind Blast, Shadow Word: Death, or Mind Spike cast within 12 sec by 20%.

Rogue (Forums / Skills / Talent Calculator)
  • Item - Rogue T16 2P Bonus (New) When you generate a combo point from Revealing Strike, Honor Amongst Thieves, or Seal Fate, your next combo point generating ability has its energy cost reduced by 5. Stacks up to 5 times.
  • Item - Rogue T16 4P Bonus (New) Killing Spree deals 10% more damage every time it strikes a target. Abilities against a target with Vendetta on it increase your mastery by 250 for 5 sec, stacking up to 20 times. Every 4 Backstabs, your Backstab is replaced with Ambush that can be used regardless of Stealth.

Shaman (Forums / Skills / Talent Calculator)

Warlock (Forums / Skills / Talent Calculator)
  • Item - Warlock T16 2P Bonus (New) Conflagrate has a 20% chance to increase the critical strike chance of Immolate and Incinerate by 15%. Unstable Affliction critical hits have a 40% chance to increase all damaging effects of Malefic Grasp and Drain Soul by 30% for 10 sec. Soul Fire has a 20% chance to increase you and your pet's damage dealt by 20%.
  • Item - Warlock T16 4P Bonus (New) When a Burning Ember fills up, your critical strike chance is increased by 15% for 5 sec. Haunt has a 20% chance to refund its shard when expiring. Shadow Bolt and Touch of Chaos have a 20% chance to also cast Hand of Gul'dan at the target.

Warrior (Forums / Skills / Talent Calculator)

Miscellaneous
  • Item - Shadow PvP 4P Bonus When your Vampiric Touch is dispelled, the dispeller and all nearby enemy targets within 6 yards are is instantly feared in horror for 3 sec.
  • Item - Dragon Soul Legendary Daggers Your melee attacks have a chance to grant Suffering, increasing your Agility by 2 7, stacking up to 50 times.
  • Item - Dragon Soul Legendary Daggers Your melee attacks have a chance to grant Nightmare, increasing your Agility by 5 17, stacking up to 50 times.
  • Item - Dragon Soul Legendary Daggers Your melee attacks have a chance to grant Shadows of the Destroyer, increasing your Agility by 17 57, stacking up to 50 times. Each application past 30 grants an increasing chance to trigger Fury of the Destroyer, which immediately grants 5 combo points and causes your finishing moves to generate 5 combo points. Lasts 6 sec.
  • Item - Mage T7 2P Bonus You gain 25% more mana when you use a mana gem. In addition, using a mana gem grants you 225 5,130 spell power for 15 sec.
  • Red Whelp Gloves: Firebolt 5% chance of dealing 20 2,630 Fire damage on a successful melee attack.

Death Knight (Forums, Talent Calculator)
Blood

Unholy

Major Glyphs
  • Glyph of Enduring Infection makes your diseases undispellable, but their damage dealt is reduced by 15%, down from 30%.
  • Glyph of Mind Freeze now reduces Mind Freeze cooldown by 1 sec, down from 2. Now increases Mind Freeze Runic Power cost by 10, down from 20.
  • Glyph of Outbreak causes Outbreak to no longer have a cooldown, but now it costs 30 Runic Power, down from 40.

Druid (Forums, Talent Calculator)
  • Innervate now grants mana equal to 50% of the caster's Spirit every 1 sec for 10 sec.
  • Wild Mushroom: Bloom healing and SP scaling was tripled.
  • Wrath now costs 12.6% of Base Mana, up from 8.4%.
  • Ysera's Gift (New) Every 5 sec, heals you for 5% of your maximum health. If you are at full health, the most injured nearby ally will be healed instead. Can't be cast in Moonkin Form.

Talents
  • Dream of Cenarius now has spec specific benefits.
  • Force of Nature had Treant damage for Balance druids increased by 25%.
  • Heart of the Wild now increases healing done for all specs.
  • Mass Entanglement no longer lists a 5 target cap.
  • Nature's Vigil now also causes single target healing spells to heal nearby targets, instead of just damage spells.
  • Soul of the Forest had changes made to the Balance, Guardian, and Restoration perks.
  • Ysera's Gift (New) Every 5 sec, heals you for 5% of your maximum health. If you are at full health, the most injured nearby ally will be healed instead. Druid - LvL 30 Talent. 100 yd range.

Balance
  • Eclipse now grants 50% of your maximum mana when triggered, up from 35%.
  • Moonkin Form no longer reduces damage taken by 15%.
  • Starfire now costs 15.5% of Base Mana, up from 10.3%.
  • Starsurge now costs 15.5% of Base Mana, up from 10.3%.
  • Wild Mushroom is now a Balance spell.

Restoration
  • Genesis (New) Targets all party or raid members within 60 yards and accelerates the caster's Rejuvenation effects, causing them to heal and expire at 400% of the normal rate. Can be cast in Spirit of Redemption. Can't be cast in Shadowform. Druid - Restoration Spec. 14.5% of Base Mana. 40 yd range. Instant.
  • Nature's Swiftness is now a Restoration spell.
  • Wild Mushroom (New) Grow a magical mushroom with 5 health at the target ally's location. After 6 sec, the mushroom will become invisible. The mushroom grows larger as it accumulates healing power from 100% of overhealing done by your Rejuvenation, up to a maximum of 200% of your health in bonus healing. Recasting Wild Mushroom will move the Mushroom without losing this accumulated healing. Wild Mushroom: Bloom can consume your Mushroom to heal nearby allies. Only 1 mushroom can be placed at a time. Can be cast in Tree of Life Form, Moonkin Form. Druid - Restoration Spec. 40 yd range. Instant.
  • Wild Mushroom: Bloom healing and SP scaling was tripled.

Major Glyphs
  • Glyph of Ferocious Bite now causes Ferocious Bite to heal you for 2% of your maximum health for each 10 Energy used, up from 1%.
  • Glyph of Innervate now grants Innervate to both the caster and target, but at 40% reduced effect
  • Glyph of Pounce now increases the range of your Pounce by 8 yards, up from 3.
  • Glyph of Skull Bash now increases the duration of your Skull Bash interrupt by 2 sec, up from 4. Now increases the cooldown by 5 sec, down from 10.
  • Glyph of the Master Shapeshifter now reduces the mana cost of all shapeshifts by 100%, up from 90%.

Hunter (Forums, Talent Calculator)
  • Arcane Shot An instant shot that causes 100% weapon damage plus 2,306 150% weapon damage plus 3,459 as Arcane damage. Requires Ranged Weapon. 20 Focus. 40 yd range. 30 Focus. 40 yd range.

Talents
  • Aspect of the Iron Hawk The Hunter takes on the aspects of an iron hawk, increasing ranged attack power by 25%, and reducing all damage taken by 15% 10%. Only one Aspect can be active at a time. Replaces Aspect of the Hawk. Hunter - LvL 45 Talent. Instant. 1 sec cooldown.
  • Binding Shot You fire a magical projectile, tethering the enemy and any other enemies within 5 yards of the landing arrow for 10 sec. If targets move 5 yards from the arrow they are stunned for 5 sec (3 sec PvP) and will be immune to the effects of Binding Shot for 10 sec. Requires Ranged Weapon. Hunter - Marksmanship Spec LvL 30 Talent. 30 yd range. Instant. 45 sec cooldown.
  • Spirit Bond While your pet is active, you and your pet will regenerate 2% 3% of total health every 2 sec. Hunter - LvL 45 Talent.

Beast Mastery
  • Exotic Beasts You master the art of beast training, teaching you the ability to tame Exotic pets and reducing the cooldown of your Pet Special Abilities by 0%. Hunter - Beast Mastery Spec. Hunter - Beast Mastery Spec.

Marksmanship
  • Silencing Shot A shot that silences the target and interrupts spellcasting for 3 sec. Requires Ranged Weapon. Hunter - LvL 30 Talent Marksmanship Spec. 40 yd range. Instant. 24 sec cooldown.

Major Glyphs
  • Glyph of Mend Pet Gives your Mend Pet ability a 50% 100% chance of cleansing 1 Curse, Disease, Magic or Poison effect from your pet each tick. Major Glyph.
  • Glyph of No Escape Increases the ranged critical strike chance of all of your attacks on targets affected by your Freezing Trap by 20%. Major Glyph. 100%. Major Glyph.

Mage (Forums, Talent Calculator)
  • Conjure Mana Gem Conjures a Mana Gem that can be used to instantly restore 165 360,000 mana, and holds up to 3 charges. Conjured Items Conjured items disappear if logged out for more than 15 minutes. 18% of Base Mana. 3 sec cast.

Major Glyphs
  • Blink Increases the distance you travel with the Blink spell by 5 yards. Major Glyph. Instant. 8 yards. Major Glyph. Instant.
  • Glyph of Blink Increases the distance you travel with the Blink spell by 5 yards. Major Glyph. 8 yards. Major Glyph.
  • Glyph of Remove Curse Increases the damage you deal by 10% 15% for 10 sec after you successfully remove a curse. Major Glyph.
  • Glyph of Spellsteal Spellsteal now also heals you for 3% 5% of your maximum health when it successfully steals a spell. Major Glyph.

Monk (Forums, Talent Calculator)
  • Chi Torpedo Torpedo a distance in front of you, dealing [ 2,069 + 55.6% of AP ] Nature damage to all enemies and 8,408 healing to all allies in your path. Chi Torpedo replaces Roll. Unlimited range. Instant. and travels farther than Roll. Unlimited range. Instant.
  • Chi Torpedo Torpedo a distance in front of you, dealing [ 2,069 + 55.6% of AP ] Nature damage to all enemies and 8,408 healing to all allies in your path. Chi Torpedo replaces Roll. Unlimited range. Instant. and travels farther than Roll. Unlimited range. Instant.

Talents
  • Chi Torpedo Torpedo a distance in front of you, dealing [ 2,069 + 55.6% of AP ] Nature damage to all enemies and 8,408 healing to all allies in your path. Chi Torpedo replaces Roll. and travels farther than Roll. Monk - LvL 90 Talent. Instant.

Major Glyphs
  • Glyph of Afterlife Increases the chance to summon a Healing Sphere when you kill an enemy while gaining experience or honor by 25%. Major Glyph. 100%. Major Glyph.

None
Cunning
  • Boar's Speed Increases your pet's movement speed by 30%. Pets - LvL 30 Talent. None - Cunning Spec.
  • Bullheaded Removes all movement impairing effects and all effects which cause loss of control of your pet, and reduces damage done to your pet by 20% for 12 sec. Pets - LvL 75 Talent. Instant. 3 min cooldown. None - Cunning Spec. Instant. 3 min cooldown.
  • Roar of Sacrifice Protects a friendly target from critical strikes, making attacks against that target unable to be critical strikes, but 20% of all damage taken by that target is also taken by the pet. Lasts 12 sec. Pets - LvL 75 Talent None - Cunning Spec. 40 yd range. Instant. 60 sec cooldown.

Ferocity
  • Heart of the Phoenix When used, your pet will miraculously return to life with full health. Pets - LvL 60 Talent. Instant. 8 min cooldown. None - Ferocity Spec. Instant. 8 min cooldown.
  • Rabid Increases your pet's attack speed by 70% for 20 sec. Pets - LvL 75 Talent. Instant. 1.5 min cooldown. None - Ferocity Spec. Instant. 1.5 min cooldown.

Ferocity & Cunning
  • Dash Increases your pet's movement speed by 80% for 16 sec. Pets - LvL 15 Talent None - Ferocity & Cunning Spec. 30 Focus. Instant. 32 sec cooldown.

Tenacity
  • Charge Your pet charges an enemy, immobilizing the target for 1 sec, and increasing the pet's melee attack power by 25% for its next attack. Pets - LvL 15 Talent None - Tenacity Spec. 35 Focus. 8-25 yd range. Instant. 25 sec cooldown.
  • Last Stand Your pet temporarily gains 30% of its maximum health for 20 sec. After the effect expires, the health is lost. Pets - LvL 75 Talent. Instant. 6 min cooldown. None - Tenacity Spec. Instant. 6 min cooldown.

Paladin (Forums, Talent Calculator)
  • Execution Sentence A hammer slowly falls from the sky, causing [ 593.6% of Holy Spell Power + 12,989 ] Holy damage over 10 sec. This damage is dealt slowly at first and increases over time, culminating in a final burst of damage. Unlimited range. Instant. Dispelling the effect triggers the final burst. Unlimited range. Instant.
  • Stay of Execution A hammer slowly falls from the sky, causing [ 593.6% of Holy Spell Power + 12,989 ] healing over 10 sec. This healing is dealt slowly at first and increases over time, culminating in a final burst of healing. Unlimited range. Instant. Dispelling the effect triggers the final burst. Unlimited range. Instant.
  • Turn Evil The power of the Light compels an Undead, Aberration, or Demon target to flee for up to 40 sec. Only one target can be turned at a time. 10.5% of Base Mana. 20 yd range. 1.5 sec cast.15 sec cooldown.

Talents
  • Burden of Guilt Your Judgment hits fill your target with doubt and remorse, reducing movement speed by 50% for 12 sec. Paladin - LvL 30 Talent. Your Turn Evil now also affects Humanoids and Beasts. Paladin - LvL 30 Talent.
  • Execution Sentence A hammer slowly falls from the sky, causing [ 593.6% of Holy Spell Power + 12,989 ] Holy damage over 10 sec. This damage is dealt slowly at first and increases over time, culminating in a final burst of damage. Dispelling the effect triggers the final burst. Stay of Execution If used on friendly targets, the falling hammer heals the target for [ 593.6% of Holy Spell Power + 12,989 ] healing over 10 sec. This healing is dealt slowly at first and increases over time, culminating in a final burst of healing. Dispelling the effect triggers the final burst. Paladin - LvL 90 Talent. 40 yd range. Instant. 60 sec cooldown.
  • Hand of Purity Places a Hand on the friendly target, reducing damage taken by 10% and damage from harmful periodic effects by an additional 70% 80% (less for some creature attacks for 6 sec. Players may only have one Hand on them per Paladin at any one time. Paladin - LvL 60 Talent. 7% of Base Mana. 40 yd range. Instant. 30 sec cooldown.
  • Unbreakable Spirit When Reduces the cooldown of your Divine Shield, Divine Protection or Lay on Hands are on cooldown, spending Holy Power will reduce the remaining cooldown by 1% per Holy Power spent, up to a maximum of 50% reduction. Paladin - LvL 60 Talent. and Lay on Hands by 50%. Paladin - LvL 60 Talent.

Retribution
  • Guardian of Ancient Kings Summons a Guardian of Ancient Kings to help you deal damage for 30 sec. The Guardian of Ancient Kings will attack your current enemy. Both your attacks and the attacks of the Guardian will infuse you with Ancient Power that is unleashed as Ancient Fury when the Guardian departs. Paladin - Retribution Spec. 30 yd range. Instant. 5 min cooldown. 3 min cooldown.
  • Inquisition Consumes up to 3 Holy Power to increase your Holy Damage by 30% and critical strike chance by 10%. Lasts 10 20 sec per charge of Holy Power consumed. Paladin - Retribution Spec. 1 Holy Power. Instant.

Major Glyphs
  • Glyph of Denounce Your Holy Shocks have a 50% chance to reduce the cast time of your next Denounce by 1.0 sec. Major Glyph. 0.5 sec. This effect stacks up to 3 times. Major Glyph.
  • Glyph of Inquisition Reduces the damage bonus of Inquisition by 15% but increases its duration by 100%. Major Glyph. When you land a killing blow on an opponent that yields experience or honor, the duration of your Inquisition is inscreaded by 30 sec. Major Glyph.
  • Glyph of Turn Evil Reduces the casting time of your Turn Evil spell by 100%, but increases the cooldown by 8 sec Redesigned. Major Glyph.
  • Inquisition Reduces the damage bonus of Inquisition by 15% 30% but increases its duration by 100% Major Glyph. Instant. 0% Major Glyph. Instant.
  • Turn Evil Reduces the casting time of your Turn Evil spell by 100%, but increases the cooldown by 8 sec. Major Glyph. Instant. 0 sec. Major Glyph. Instant.

Priest (Forums, Talent Calculator)
Talents
  • Angelic Feather Place a feather at the target location. If allies walk through it, they gain 60% 80% increased movement speed for 6 sec. Only 3 feathers can be placed at one time. Accumulates an additional charge once every 10 sec. Priest - LvL 30 Talent. 40 yd range. Instant.
  • Divine Insight Discipline: When you cast Penance, there is a 40% 100% chance your next Power Word: Shield will both ignore and not cause the Weakened Soul effect. Holy: When you cast Greater Heal or Prayer of Healing, there is a 40% 100% chance your next Prayer of Mending will not trigger its cooldown, and will jump to each target instantly. Shadow: Periodic damage from your Shadow Word: Pain has a 5% chance to reset the cooldown on Mind Blast and cause your next Mind Blast within 12 sec to be instant cast and cost no mana. Priest - LvL 75 Talent.
  • Twist of Fate After damaging or healing a target below 20% 35% health, you deal 15% increased damage and healing for 10 sec. Priest - LvL 75 Talent.

Shadow
  • Shadowform Assume a Shadowform, increasing your Shadow damage by 25%, reducing all damage done to you by 15%, and increasing all party and raid members spell haste by 5%. However, you may not cast Holy spells while in this form. Priest - Shadow Spec. 2.6% of Base Mana. Instant.

Major Glyphs
  • Glyph of Purify Your Purify spell also heals your target for 3% 5% of maximum health when you successfully dispel a magical effect or disease. Major Glyph.
  • Glyph of Reflective Shield Causes 45% Causes 70% of the damage you absorb with Power Word: Shield to reflect back at the attacker. This damage causes no threat. Major Glyph.
  • Purify Your Purify spell also heals your target for 3% 5% of maximum health. Major Glyph. Instant.

Rogue (Forums, Talent Calculator)
  • Recuperate Finishing move that consumes combo points on any nearby target to restore 3% 4% of maximum health every 3 sec. Lasts longer per combo point: 1 point : 6 seconds 2 points: 12 seconds 3 points: 18 seconds 4 points: 24 seconds 5 points: 30 seconds 30 Energy. 100 yd range. Instant.

Talents
  • Cloak and Dagger Your Ambush, Garrote, and Cheap Shot abilities can now be used from 20 30 yards away, and will cause you to appear behind your target. Rogue - LvL 60 Talent.
  • Nightstalker Increases your movement speed while stealthed by 20%, and the damage your abilities deal while stealthed by 25%. Rogue - LvL 15 Talent. 50%. Rogue - LvL 15 Talent.

Combat
  • Killing Spree Step through the shadows from enemy to to an enemy within 10 yards, attacking an enemy it every 0.5 sec with both weapons until 7 assaults are made, and increasing all damage done by 50% for the duration. Can hit the same target multiple times. Cannot hit invisible or stealthed targets. Blade Flurry Effect: Killing Spree will teleport to and damage a nearby enemy target every 0.5 sec instead of focusing on your primary target. Requires Melee Weapon. Rogue - Combat Spec. 10 yd range. Instant. 2 min cooldown.

Subtlety
  • Find Weakness Your Ambush, Garrote, and Cheap Shot abilities reveal a flaw in your target's defenses, causing all your attacks to bypass 100% of that enemy's armor for 10 sec. Rogue - Subtlety Spec. Bypasses less armor on players. Rogue - Subtlety Spec.

Major Glyphs
  • Glyph of Recuperate Increases the healing of your Recuperate ability by an additional 0.5% 1.0% of your maximum health. Major Glyph.
  • Recuperate Increases the healing of your Recuperate ability by an additional 0.5% 1.0% of your maximum health. Major Glyph. Instant.

Shaman (Forums, Talent Calculator)
  • Far Sight Changes the caster's viewpoint to the targeted location. Lasts 60 sec. Only useable outdoors. 3.5% of Base Mana. Unlimited 500 yd range. 60 sec cast (Channeled).
  • Searing Totem Summons a Fire Totem with 5 health at your feet the feet of the caster for 60 sec that repeatedly attacks an enemy within 0 to 25 yards for [ 70 + 11% of Spell Power ] Fire damage. 5.9% of Base Mana. Instant.

Talents
  • Astral Shift Seek haven by shifting partially into the elemental planes, reducing damage taken by 40% for 6 sec. Shaman - LvL 15 Talent. Instant. 2 min cooldown. 1.5 min cooldown.
  • Unleashed Fury Your elemental weapon imbues are empowered, granting additional effects when triggered with Unleash Elements: Flametongue Weapon Increases the enemy target's damage taken from your Lightning Bolt by 20% 30%, and from your Lava Burst by 10% for 10 sec. Windfury Weapon For 8 sec, your melee autoattacks can trigger Static Shock. Earthliving Weapon Further increases the effectiveness of your next single-target heal on the targeted ally by 50%. Frostbrand Weapon You leech heat from the enemy target, gaining 50% movement speed for 4 sec. Rockbiter Weapon You take 40% reduced damage from the enemy target for 5 sec. Shaman - LvL 90 Talent.

Enhancement
  • Stormstrike Instantly strike an enemy with both weapons, dealing 450% weapon damage and granting you an additional 25% chance to critically strike that enemy with your Lightning Bolt, Chain Lightning, Lightning Shield, and Earth Shock spells Earth Shock, and Elemental Blast for 15 sec. Requires Melee Weapon. Shaman - Enhancement Spec. 9.4% of Base Mana. Melee range. Instant. 8 sec cooldown.

Restoration
  • Riptide Heals a friendly target for [ 3,735 + 33.9% of Spell Power ] and another [ 10,584 + 16% of Spell Power ] over 18 sec. Your Chain Heal spells are 25% more effective when their primary target is affected by your Riptide. Shaman - Restoration Spec. 16% 12% of Base Mana. 40 yd range. Instant. 6 sec cooldown.

Major Glyphs
  • Fire Elemental Totem Reduces the cooldown and duration of your Fire Elemental Totem by 40%. Major Glyph. Instant. 50%. Major Glyph. Instant.
  • Glyph of Chaining Increases the jump distance of your Chain Heal spell by 100%, but gives the spell a 4 sec cooldown. Major Glyph. 2 sec cooldown. Major Glyph.
  • Glyph of Fire Elemental Totem Reduces the cooldown and duration of your Fire Elemental Totem by 40%. Major Glyph. 50%. Major Glyph.
  • Glyph of Riptide Removes the cooldown of Riptide, but reduces the initial direct healing by 90%. Major Glyph. 75%. Major Glyph.

Warlock (Forums, Talent Calculator)
  • Fel Armor Reduces damage taken by 10%. Increases total health by 10% and the amount of health generated through spells and effects by 10%. Passive.
  • Howl of Terror Howl, causing 5 enemies within 10 yds to flee in fear for 20 sec. Damage caused may cancel Howl of Terror. When hit by a damaging attack, the cooldown on Howl of Terror is reduced by 1 sec. Limited to 5 targets. Warlock - LvL 30 Talent. Instant. 40 sec cooldown. Instant. 40 sec cooldown.
  • Soul Leech (Destruction) Your Incinerate, Fel Flame, Shadowburn and Chaos Bolt spells grant you and your pet a shadowy shield that absorbs 10% of the damage dealt for 15 sec.

Talents
  • Breath of Gul'dan Demonic breath deals 1,068 Shadow damage and applies Shadowflame to all enemies in a 10 yard cone in front of the caster. Shadowflame Reduces movement speed by 30% and deals [ 876 + 13.7% of Spell Power ] Shadowflame damage over 6 sec. Generates 2 Demonic Fury every time it deals damage Sends a cone of dark energy before you, reducing the movement speed by 0% of all enemy targets within 10 yards for 6 sec. Warlock - LvL 30 Talent. 6% of Base Mana / 100 Demonic Fury. Instant.20 sec cooldown.
  • Kil'jaeden's Cunning You can cast and channel while moving, but each cast reduces your movement speed by 15% for 6 sec, stacking up to 2 times. Warlock - LvL 90 Talent. Warlock - LvL 90 Talent. Instant. 1.5 min cooldown.
  • Mannoroth's Fury Increases the area of your area of effect damage spells by 500%. Warlock - LvL 90 Talent.Instant. 1.5 min cooldown.
  • Soul Leech (Destruction) Your Incinerate, Fel Flame, Shadowburn and Chaos Bolt spells grant you and your pet a shadowy shield that absorbs 10% of the damage dealt for 15 sec.

Warrior (Forums, Talent Calculator)
  • Enrage Mortal Strike, Bloodthirst and Colossus Smash Colossus Smash, Devastate, and Shield Slam critical strikes and critical blocks Enrage you, generating 10 Rage and increasing physical damage done by 10% for 6 sec.
  • Impending Victory (Arms) Instantly attack the target causing [ 1,558 + 70% of AP ] damage and healing you for 15% of your maximum health. 30% of your maximum health.
  • Impending Victory (Fury, Protection) Instantly attack the target causing [ 1,246 + 56% of AP ] damage and healing you for 15% of your maximum health. 30% of your maximum health.
  • Intimidating Shout Causes the targeted enemy to cower in fear, and up to 5 additional enemies within 8 0 yards to flee. Lasts 8 sec. 8 yd range. Instant. 1.5 min cooldown.
  • Shattering Throw 25 Rage.

Talents
  • Bladestorm 1.5 min cooldown. 60 sec cooldown.
  • Enraged Regeneration Instantly heals you for 5% 10% of your total health, and an additional 5% 10% over 5 sec. Can be used while stunned. Effects are doubled if used while Enraged. Warrior - LvL 30 Talent. Instant. 60 sec cooldown.
  • Impending Victory (Arms) Instantly attack the target causing [ 1,558 + 70% of AP ] damage and healing you for 15% of your maximum health. 30% of your maximum health.
  • Impending Victory (Fury, Protection) Instantly attack the target causing [ 1,246 + 56% of AP ] damage and healing you for 15% of your maximum health. 30% of your maximum health.
  • Storm Bolt Hurl your weapon at an enemy, causing 125% weapon damage and stunning the target for 3 sec. Deals an additional 375% 500% weapon damage to targets that are permanently immune to stuns. Requires Melee Weapon. Warrior - LvL 90 Talent. 30 yd range. Instant. 30 sec cooldown.
  • Vigilance Focus your protective gaze on a party or raid member, transferring 30% of damage taken to you reducing their damage taken by 30% for 12 sec. During the duration of Vigilance, your Taunt has no cooldown. Warrior - LvL 75 Talent. 40 yd range. Instant. 2 min cooldown.
  • Warbringer Your Charge also knocks pins a target to the ground, stunning it for 3 rooting it for 4 sec and reducing movement speed by 50% for 15 sec. Warrior - LvL 15 Talent.

Arms
  • Slam Arms, Fury: Slams the opponent, causing 220% weapon damage plus 2,193. Causes an additional 10% damage to targets affected by your Colossus Smash. Protection: Slams the opponent, causing 220% weapon damage plus 2,193. Requires Melee Weapon. Warrior - Arms Spec. 20 Rage. Melee range. Instant.

Fury
  • Titan's Grip Allows you to dual-wield a pair of two-handed weapons. Cannot be comined with wielding staves or polearms. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers. Warrior - Fury Spec.

Major Glyphs
  • Glyph of Blitz Your Charge stuns and snares also stuns an additional 2 nearby targets. Major Glyph.

Professions
Blacksmithing
  • Balanced Trillium Ingot (New) Create a Balanced Trillium Ingot from a Trillium Bar. In the process, you may discover a Blacksmithing plan you have yet to learn. This can only be done once a day. Blacksmithing. 2 sec cast. 1 sec cooldown. Reagents: Trillium Bar. Tools: Blacksmith Hammer.
  • New Item Level 476 PvP gear has been added.
  • PH 3.5 sec cast. Reagents: Lightning Steel Ingot (30). Tools: Blacksmith Hammer. Blacksmithing. 3.5 sec cast. Reagents: Balanced Trillium Ingot (28). Tools: Blacksmith Hammer.
  • PH 3.5 sec cast. Reagents: Lightning Steel Ingot (30). Tools: Blacksmith Hammer. Blacksmithing. 3.5 sec cast. Reagents: Balanced Trillium Ingot (28). Tools: Blacksmith Hammer.
  • PH 3.5 sec cast. Reagents: Lightning Steel Ingot (30). Tools: Blacksmith Hammer. Blacksmithing. 3.5 sec cast. Reagents: Balanced Trillium Ingot (28). Tools: Blacksmith Hammer.
  • PH 3.5 sec cast. Reagents: Lightning Steel Ingot (20). Tools: Blacksmith Hammer. Blacksmithing. 3.5 sec cast. Reagents: Balanced Trillium Ingot (21). Tools: Blacksmith Hammer.
  • PH 3.5 sec cast. Reagents: Lightning Steel Ingot (20). Tools: Blacksmith Hammer. Blacksmithing. 3.5 sec cast. Reagents: Balanced Trillium Ingot (21). Tools: Blacksmith Hammer.
  • PH 3.5 sec cast. Reagents: Lightning Steel Ingot (20). Tools: Blacksmith Hammer. Blacksmithing. 3.5 sec cast. Reagents: Balanced Trillium Ingot (21). Tools: Blacksmith Hammer.

Cooking
  • Deluxe Noodle Cart Kit (New) Cooking. 2 sec cast. Reagents: Eternal Blossom Fish (5), Twin Fish Platter (5), Braised Turtle (5), Fire Spirit Salmon (5), Valley Stir Fry (5), Jade Witch Brew (5).
  • Grand Deluxe Noodle Cart Kit (New) Cooking. 2 sec cast. Reagents: Eternal Blossom Fish (10), Twin Fish Platter (10), Braised Turtle (10), Fire Spirit Salmon (10), Valley Stir Fry (10), Jade Witch Brew (10).
  • Grand Noodle Cart Kit (New) Cooking. 2 sec cast. Reagents: Charbroiled Tiger Steak (10), Sauteed Carrots (10), Swirling Mist Soup (10), Shrimp Dumplings (10), Wildfowl Roast (10), Ginseng Tea (10).
  • Grand Pandaren Treasure Noodle Cart Kit (New) Cooking. 2 sec cast. Reagents: Black Pepper Ribs and Shrimp (10), Chun Tian Spring Rolls (10), Mogu Fish Stew (10), Steamed Crab Surprise (10), Sea Mist Rice Noodles (10), Mad Brewer's Breakfast (10).
  • Mango Ice (New) Cooking. 2 sec cast. Reagents: Juicycrunch Carrot (2).
  • Noodle Cart Kit (New) Cooking. 2 sec cast. Reagents: Charbroiled Tiger Steak (5), Sauteed Carrots (5), Swirling Mist Soup (5), Shrimp Dumplings (5), Wildfowl Roast (5), Ginseng Tea (5).
  • Pandaren Treasure Noodle Cart Kit (New) Cooking. 2 sec cast. Reagents: Black Pepper Ribs and Shrimp (5), Chun Tian Spring Rolls (5), Mogu Fish Stew (5), Steamed Crab Surprise (5), Sea Mist Rice Noodles (5), Mad Brewer's Breakfast (5).
  • PH (New) Cooking. 2 sec cast. Reagents: Juicycrunch Carrot (2).
  • PH (New) Cooking. 2 sec cast. Reagents: Juicycrunch Carrot (2).
  • PH (New) Cooking. 2 sec cast. Reagents: Juicycrunch Carrot (2).
  • PH (New) Cooking. 2 sec cast. Reagents: Juicycrunch Carrot (2).
  • PH (New) Cooking. 2 sec cast. Reagents: Juicycrunch Carrot (2).

Engineering
  • Advanced Refrigeration Unit now requires Jard's Peculiar Energy instead of Stabilized Lightning.
  • Frag Belt Attach a miniaturized explosive assembly to your belt, allowing you to detach and throw a thermal grenade every minute. The thermal grenade inflicts 30,000 14,990 to 20,010 Fire damage and incapacitates targets for 3 sec in a 3 yard radius. Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.
  • Grounded Plasma Shield Permanently attaches grounded plasma generators to your belt, allowing you to activate a powerful shield that absorbs 18,000 64,800 to 79,200 damage. Usable once every 5 minutes. Can only be used on your own belt, and doing so will cause it to become soulbound. Requires at least 450 skill in Engineering to use. Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.
  • Hand-Mounted Pyro Rocket Permanently attaches a hand-mounted pyro rocket launcher to your gloves, allowing a skilled engineer to deal 1,166 21,010 to 25,670 Fire damage to an enemy at long range. The rocket can only be fired once every 45 sec. Can only be used on the engineer's gloves, and doing so will cause them to become soulbound. Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.
  • Hyperspeed Accelerators Permanently attaches hyperspeed accelerators to a pair of gloves, allowing a skilled engineer to increase their haste by 240 4,800 for 12 sec. The gloves can only be activated every minute. Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.
  • Incendiary Fireworks Launcher Permanently attaches a mounted fireworks launcher to your gloves, allowing a skilled engineer to deal 42,000 to 63,000 Fire damage over 3 sec to an enemy at long range. The launcher can only be fired once every 45 sec. Can only be used on the engineer's gloves, and doing so will cause them to become soulbound. Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.
  • Pierre now requires Jard's Peculiar Energy instead of Stabilized Lightning.
  • Quickflip Deflection Plates Permanently attaches quickflip deflection plates onto gloves, allowing you to increase your armor by 1,500 6,000 for 12 sec. Gloves can only be activated once every minute. Attaching the quickflip plates causes the gloves to become soulbound. An Engineering skill of 450 is required to activate the plates. Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.
  • Rascal-Bot (New) now requires Jard's Peculiar Energy instead of Stabilized Lightning.
  • Reticulated Armor Webbing Permanently inserts reticulated armor webbing into gloves, allowing you to increase armor by 700 7,000 for 14 sec. Can be used once every minute. Attaching the armor webbing causes the gloves to become soulbound. An Engineering skill of 400 is required to keep the webbing active. Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.
  • Sky Claw now requires Jard's Peculiar Energy instead of Stabilized Lightning.
  • Spinal Healing Injector Permanently attaches a specialized injector kit to your belt, allowing you to heal yourself for 30,000 2,400,000 every minute. Shares a cooldown with potions. Requires an Engineering skill of 450 or higher to operate. Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.
  • Stabilized Lightning Source Create a Stabilized Lightning peculiar energy Source from Ghost Iron Bars. This can only be done once a day. Engineering. 2 sec cast. 1 sec cooldown. Reagents: Ghost Iron Bar (10).
  • Synapse Springs Permanently attaches synapse springs to your gloves, allowing you to increase your highest primary statistic by 480 1,920 for 10 sec. The gloves can be activated every minute. Requires at least 450 skill in Engineering to use. Mark I. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.
  • Tazik Shocker Permanently attaches a tazik shocker to your gloves, allowing a skilled engineer to deal 4,800 17,280 to 21,120 Nature damage to an enemy at long range. The shocker can only be used once every 2 min. Can only be used on your own gloves, and doing so will cause them to become soulbound. Requires at least 450 skill in Engineering to use. Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.

Herbalism
  • Lifeblood Uses your skill in Herbalism to absorb energy and nutrients from the earth, instantly healing minor wounds and granting 70 108 haste for 20 sec. Can be used while stealthed or invisible. Rank 5. Instant. 2 min cooldown.
  • Lifeblood Uses your skill in Herbalism to absorb energy and nutrients from the earth, instantly healing minor wounds and granting 120 144 haste for 20 sec. Can be used while stealthed or invisible. Rank 6. Instant. 2 min cooldown. 3 sec cast. 2 min cooldown.
  • Lifeblood Uses your skill in Herbalism to absorb energy and nutrients from the earth, instantly healing minor wounds and granting 5 4 haste for 20 sec. Can be used while stealthed or invisible. Rank 1. Instant. 2 min cooldown.
  • Lifeblood Uses your skill in Herbalism to absorb energy and nutrients from the earth, instantly healing minor wounds and granting 240 288 haste for 20 sec. Can be used while stealthed or invisible. Rank 7. Instant. 2 min cooldown.
  • Lifeblood Uses your skill in Herbalism to absorb energy and nutrients from the earth, instantly healing minor wounds and granting 480 720 haste for 20 sec. Can be used while stealthed or invisible. Rank 8. Instant. 2 min cooldown.
  • Lifeblood Uses your skill in Herbalism to absorb energy and nutrients from the earth, instantly healing minor wounds and granting 55 94 haste for 20 sec. Can be used while stealthed or invisible. Rank 4. Instant. 2 min cooldown.

Inscription
  • Felfire Inscription Permanently adds 130 Intellect and 25 haste to shoulder armor. Can only be applied to your own armor, and doing so will cause it to become soulbound. Bind on Pick Up. 4 sec cast. Reagents: Blackfallow Ink (4). Instant. Reagents: Blackfallow Ink (4).
  • Inscription of the Earth Prince Permanently adds 195 Stamina and 25 dodge to shoulder armor. Can only be applied to your own armor, and doing so will cause it to become soulbound. Bind on Pick Up. 4 sec cast. Reagents: Blackfallow Ink (4). Instant. Reagents: Blackfallow Ink (4).
  • Lionsmane Inscription Permanently adds 130 Strength and 25 critical strike to shoulder armor. Can only be applied to your own armor, and doing so will cause it to become soulbound. Bind on Pick Up. 4 sec cast. Reagents: Blackfallow Ink (4). Instant. Reagents: Blackfallow Ink (4).
  • Master's Inscription of the Axe Permanently adds 120 attack power and 15 critical strike to shoulder armor. Can only be applied to your own armor, and doing so will cause it to become soulbound. Bind on Pick Up. 4 sec cast. Reagents: Snowfall Ink. Instant. Reagents: Snowfall Ink.
  • Master's Inscription of the Crag Permanently adds 60 Intellect and 15 Spirit to shoulder armor. Can only be applied to your own armor, and doing so will cause it to become soulbound. Bind on Pick Up. 4 sec cast. Reagents: Snowfall Ink. Instant. Reagents: Snowfall Ink.
  • Master's Inscription of the Pinnacle Permanently adds 60 dodge and 15 parry to shoulder armor. Can only be applied to your own armor, and doing so will cause it to become soulbound. Bind on Pick Up. 4 sec cast. Reagents: Snowfall Ink. Instant. Reagents: Snowfall Ink.
  • Master's Inscription of the Storm Permanently adds 70 spell power and 15 critical strike to shoulder armor. Can only be applied to your own armor, and doing so will cause it to become soulbound. Bind on Pick Up. 4 sec cast. Reagents: Snowfall Ink. Instant. Reagents: Snowfall Ink.
  • Swiftsteel Inscription Permanently adds 130 Agility and 25 mastery to shoulder armor. Can only be applied to your own armor, and doing so will cause it to become soulbound. Bind on Pick Up. 4 sec cast. Reagents: Blackfallow Ink (4). Instant. Reagents: Blackfallow Ink (4).

Leatherworking
  • New Item Level 476 PvP gear has been added.
  • Draconic Leg Reinforcements This recipe automatically improves when you reach 575 skill in Leatherworking. Permanently attach draconic leg reinforcements onto your pants, increasing Strength by 95 and critical strike by 55. Draconic leg reinforcements cause the item to become soulbound and require the wearer to be level 75 or higher to remain active. Rank 2. 5 sec cast. Reagents: Eternium Thread. Rank 2. Instant. Reagents: Eternium Thread.
  • Draconic Leg Reinforcements Permanently attach draconic leg reinforcements onto your pants, increasing Strength by 285 and critical strike by 165. Draconic leg reinforcements cause the item to become soulbound and require the wearer to be level 80 or higher to remain active. Rank 3. 5 sec cast. Reagents: Eternium Thread. Rank 3. Instant. Reagents: Eternium Thread.
  • Draconic Leg Reinforcements This recipe automatically improves when you reach 500 skill in Leatherworking. Permanently attach draconic leg reinforcements onto your pants, increasing Strength by 37 and critical strike by 22. Draconic leg reinforcements cause the item to become soulbound and require the wearer to be level 65 or higher to remain active. Rank 1. 5 sec cast. Reagents: Eternium Thread. Rank 1. Instant. Reagents: Eternium Thread.
  • Fur Lining - Agility Permanently enchant your bracers to increase Agility by 500. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 3. 5 sec cast. Reagents: Eternium Thread. Instant. Reagents: Eternium Thread.
  • Fur Lining - Agility This recipe automatically improves when you reach 575 skill in Leatherworking. Permanently enchant your bracers to increase Agility by 130. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 2. 5 sec cast. Reagents: Eternium Thread. Instant. Reagents: Eternium Thread.
  • Fur Lining - Agility This recipe automatically improves when you reach 500 skill in Leatherworking. Permanently enchant your bracers to increase Agility by 57. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 1. 5 sec cast. Reagents: Eternium Thread. Instant. Reagents: Eternium Thread.
  • Fur Lining - Intellect This recipe automatically improves when you reach 500 skill in Leatherworking. Permanently enchant your bracers to increase Intellect by 57. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 1. 5 sec cast. Reagents: Eternium Thread. Instant. Reagents: Eternium Thread.
  • Fur Lining - Intellect This recipe automatically improves when you reach 575 skill in Leatherworking. Permanently enchant your bracers to increase Intellect by 130. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 2. 5 sec cast. Reagents: Eternium Thread. Instant. Reagents: Eternium Thread.
  • Fur Lining - Intellect Permanently enchant your bracers to increase Intellect by 500. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 3. 5 sec cast. Reagents: Eternium Thread. Instant. Reagents: Eternium Thread.
  • Fur Lining - Stamina Permanently enchant your bracers to increase Stamina by 750. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 3. 5 sec cast. Reagents: Eternium Thread. Instant. Reagents: Eternium Thread.
  • Fur Lining - Stamina This recipe automatically improves when you reach 575 skill in Leatherworking. Permanently enchant your bracers to increase Stamina by 195. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 2. 5 sec cast. Reagents: Eternium Thread. Instant. Reagents: Eternium Thread.
  • Fur Lining - Stamina This recipe automatically improves when you reach 500 skill in Leatherworking. Permanently enchant your bracers to increase Stamina by 102. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 1. 5 sec cast. Reagents: Eternium Thread. Instant. Reagents: Eternium Thread.
  • Fur Lining - Strength This recipe automatically improves when you reach 575 skill in Leatherworking. Permanently enchant your bracers to increase Strength by 130. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 2. 5 sec cast. Reagents: Eternium Thread. Instant. Reagents: Eternium Thread.
  • Fur Lining - Strength Permanently enchant your bracers to increase Strength by 500. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 3. 5 sec cast. Reagents: Eternium Thread. Instant. Reagents: Eternium Thread.
  • Fur Lining - Strength This recipe automatically improves when you reach 500 skill in Leatherworking. Permanently enchant your bracers to increase Strength by 57. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 1. 5 sec cast. Reagents: Eternium Thread. Instant. Reagents: Eternium Thread.
  • Hardened Magnificent Hide (New) Create a Hardened Magnificent Hide from two Magnificent Hides once a day. In the process, your knowledge of Pandaren Leatherworking may increase, resulting in the discovery of a new pattern. Research. 2 sec cast. 1 sec cooldown. Reagents: Magnificent Hide (2).
  • Heavy Leg Reinforcements This recipe automatically improves when you reach 575 skill in Leatherworking. Permanently attach heavy leg reinforcements onto your pants, increasing Stamina by 143 and dodge by 55. Heavy leg reinforcements cause the item to become soulbound and require the wearer to be level 75 or higher to remain active. Rank 2. 5 sec cast. Reagents: Eternium Thread. Rank 2. Instant. Reagents: Eternium Thread.
  • Heavy Leg Reinforcements Permanently attach heavy leg reinforcements onto your pants, increasing Stamina by 430 and dodge by 165. Heavy leg reinforcements cause the item to become soulbound and require the wearer to be level 80 or higher to remain active. Rank 3. 5 sec cast. Reagents: Eternium Thread. Rank 3. Instant. Reagents: Eternium Thread.
  • Heavy Leg Reinforcements This recipe automatically improves when you reach 500 skill in Leatherworking. Permanently attach heavy leg reinforcements onto your pants, increasing Stamina by 55 and dodge by 22. Heavy leg reinforcements cause the item to become soulbound and require the wearer to be level 65 or higher to remain active. Rank 1. 5 sec cast. Reagents: Eternium Thread. Rank 1. Instant. Reagents: Eternium Thread.
  • Primal Leg Reinforcements This recipe automatically improves when you reach 575 skill in Leatherworking. Permanently attach primal leg reinforcements onto your pants, increasing Agility by 95 and critical strike by 55. Primal leg reinforcements cause the item to become soulbound and require the wearer to be level 75 or higher to remain active. Rank 2. 5 sec cast. Reagents: Eternium Thread. Rank 2. Instant. Reagents: Eternium Thread.
  • Primal Leg Reinforcements Permanently attach primal leg reinforcements onto your pants, increasing Agility by 285 and critical strike by 165. Primal leg reinforcements cause the item to become soulbound and require the wearer to be level 80 or higher to remain active. Rank 3. 5 sec cast. Reagents: Eternium Thread. Rank 3. Instant. Reagents: Eternium Thread.
  • Primal Leg Reinforcements This recipe automatically improves when you reach 500 skill in Leatherworking. Permanently attach primal leg reinforcements onto your pants, increasing Agility by 37 and critical strike by 22. Primal leg reinforcements cause the item to become soulbound and require the wearer to be level 65 or higher to remain active. Rank 1. 5 sec cast. Reagents: Eternium Thread. Rank 1. Instant. Reagents: Eternium Thread.

Mining
  • Toughness All your hard work spent mining has made you exceptionally tough, increasing your Stamina by 30. Rank 5. 24. Rank 5.
  • Toughness All your hard work spent mining has made you exceptionally tough, increasing your Stamina by 60. Rank 6. 48. Rank 6.

Skinning
  • Master of Anatomy Skinning all those dead animals has broadened your anatomical knowledge, increasing your critical strike by 80. Rank 7. 120. Rank 7.
  • Master of Anatomy Skinning all those dead animals has broadened your anatomical knowledge, increasing your critical strike by 40. Rank 6. 48. Rank 6.
  • Master of Anatomy Skinning all those dead animals has broadened your anatomical knowledge, increasing your critical strike by 20. Rank 5. 24. Rank 5.

Tailoring
  • Item Level 545 belts and pants have been added.
  • New Item Level 476 PvP gear has been added.
  • Celestial Cloth (New) Weave Celestial Cloth from Bolts of Windwool Cloth once a day. In the process, you may discover a recipe you have yet to learn. Materials. 3.5 sec cast. 1 sec cooldown. Reagents: Bolt of Windwool Cloth (10).
  • Master's Spellthread This recipe automatically improves when you reach 550 skill in Tailoring. Permanently embroiders your pants with master's spellthread, increasing Intellect by 95 and Stamina by 80. Only the tailor's pants can be embroidered, and doing so will cause them to become soulbound. Rank 2. 4 sec cast. Reagents: Eternium Thread (2). Instant. Reagents: Eternium Thread (2).
  • Master's Spellthread This recipe automatically improves when you reach 500 skill in Tailoring. Permanently embroiders your pants with master's spellthread, increasing spell power by 50 and Stamina by 30. Only the tailor's pants can be embroidered, and doing so will cause them to become soulbound. Rank 1. 4 sec cast. Reagents: Eternium Thread. Instant. Reagents: Eternium Thread.
  • Master's Spellthread Permanently embroiders your pants with master's spellthread, increasing Intellect by 285 and critical strike by 165. Only the tailor's pants can be embroidered, and doing so will cause them to become soulbound. Rank 3. 4 sec cast. Reagents: Eternium Thread (3). Instant. Reagents: Eternium Thread (3).
  • Sanctified Spellthread This recipe automatically improves when you reach 500 skill in Tailoring. Permanently embroiders your pants with sanctified spellthread, increasing spell power by 50 and Spirit by 20. Only the tailor's pants can be embroidered, and doing so will cause them to become soulbound. Rank 1. 4 sec cast. Reagents: Eternium Thread. Instant. Reagents: Eternium Thread.
  • Sanctified Spellthread Permanently embroiders your pants with sanctified spellthread, increasing Intellect by 285 and Spirit by 165. Only the tailor's pants can be embroidered, and doing so will cause them to become soulbound. Rank 3. 4 sec cast. Reagents: Eternium Thread (3). Instant. Reagents: Eternium Thread (3).
  • Sanctified Spellthread This recipe automatically improves when you reach 550 skill in Tailoring. Permanently embroiders your pants with sanctified spellthread, increasing Intellect by 95 and Spirit by 55. Only the tailor's pants can be embroidered, and doing so will cause them to become soulbound. Rank 2. 4 sec cast. Reagents: Eternium Thread (2). Instant. Reagents: Eternium Thread (2).

Raid & Dungeon Abilities
  • Calamity (New) Calls forth a great Calamity, striking all players for 0% of their maximum health as Shadow damage. This also removes Shadow Word: Bane from all targets. Unlimited range. Instant.
  • Clump Check (New) 200 yd range. Instant.
  • Dark Meditation (New) Sun Tenderheart enters a Dark Meditation, inflicting Shadow damage to all enemies every second. Players take 35% less damage when inside her Meditative Field. Players at a distance greater than 40 yards take increased damage. Unlimited range. Instant.
  • Displaced Energy (New) The power of Y'Shaarj arcs to nearby enemies, inflicting 250,000 Shadow damage every 3 seconds for 9 sec. When displaced energy expires, the energy explodes outward, inflicting 450,000 Shadow damage to all allies within 8 yards. Limited to 2 targets. Instant.
  • Eradicate (New) Kills all nearby enemies. 2 sec cast.
  • Essence of Y'Shaarj (New) Instant.
  • Master of Puppets (New) Instant.
  • Residual Burn (New) Secondary targets are afflicted with Residual Burn, taking 0% increased damage from Inferno Strike for until cancelled. Unlimited range. Instant.
  • Toxic Mist (New) Deals 120,000 Nature damage every 3 sec. for 30 sec and causes growing toxicity in the target. Limited to 2 targets. 2 sec cast.
  • Venom Cloud Inflicts 0 Nature damage to enemies within the cloud A poison cloud inflicts Nature damage to enemies every 2 sec. and reduces healing effects by 90% for the 14 sec. 45 yd range. Instant.
  • Volatile Concoction Consume a Volatile Concoction, increasing damage done by 200% and damage taken by 50%. 2.5 sec cast. damage taken by 50%, and reducing movement speed by 70%. 2.5 sec cast.



Patch 5.4 PTR Official Notes
Originally Posted by Blizzard Entertainment
Patch 5.4 will be available for testing on the Public Test Realms (PTR) soon! Participating on the Public Test Realms lets you test new content before it's available. This patch includes a brand new Raid, a new area: Timeless Isles, class tuning changes, assorted bug fixes, and more.

PTR Disclaimers
  • Please keep in mind that the notes below are not final, and a great deal could change before the release of patch 5.4.
  • Not all the content listed may be available for testing or may only be available during a limited testing window during the 5.4 PTR. When the PTR is available, keep an eye on the PTR Discussion forum for further details.

General
New Raid: Siege of Orgrimmar
  • More information coming soon.

New Feature: Flexible Raid Difficulty
  • This is a new raid difficulty designed for pre-made groups of 10 to 25 players or any number in between. This means it's possible to have raids of 15 or 22 players! Difficulty will adjust automatically based on the number of players present with encounters intended to provide a challenge roughly between Raid Finder and Normal difficulty.
  • Flexible Raid difficulty requires a pre-made group to join but has no minimum item level requirements or role restrictions. Both BattleTag™ and Real ID friends are eligible to participate.
  • Loot quality will be between Raid Finder and Normal difficulty and awarded through a personal loot system (similar to Raid Finder). Bonus rolls and loot specialization will also be supported.
  • Players will be able to earn raid achievements just like in Normal or Heroic difficulty.
  • Flexible Raid difficulty has a lockout that is separate from Raid Finder and Normal difficulty.
  • To learn more about Flexible Raids, please visit our blog titled: A Raid for All Seasons: Flexible Raid Preview.

New Area: Timeless Isle
  • More information coming soon.

New Feature: Proving Grounds
  • Proving Grounds is a new feature for individual players to test and improve their combat skills.
  • At the Proving Grounds, players may undertake trials, designed for Damage, Tank, or Healer roles.
  • It provides a great opportunity to learn how to Tank or Heal, without the need of a group.
  • Each trial is available in four separate difficulties: Bronze, Silver, Gold, and Endless. Harder difficulties include more difficult and varied enemies.
  • Endless mode allows you to test your mettle against increasingly difficult enemies. Compare your best scores to friends and guildmates!
  • [PTR]: Access to the Proving Grounds and more information is coming soon.

New Feature: Virtual Realms
  • Virtual Realms are sets of realms that are fused together, and will behave exactly as if they were one cohesive realm. Players on the same Virtual Realm will be able to join guilds, access a single Auction House, join arena teams and raids, as well run dungeons or group up to complete quests.
  • Players belonging to the same Virtual Realm will have a (#) symbol next to their name.

Classes
  • Fears cast by players no longer increases the target's movement speed.
  • Vengeance gains from being critically hit have been halved.

  • Death Knight (Forums / Skills / Talent Calculator)

  • Druid (Forums / Skills / Talent Calculator)
    • General
      • Innervate now causes the target to gain mana equal to 50% of the casting Druid’s Spirit every second for 10 seconds.
      • Wild Mushroom Restoration version of the ability now summons a single mushroom at the friendly target’s location. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing. A single mushroom now heals for as much as what 3 mushrooms combined healed for previously.
      • Wrath has its mana cost increased by 50%.
    • Talents
      • Dream of Cenarius has been completely redesigned to reduce complexity and increase usability, but maintain the spirit of the effects. Benefits now varies by specialization.
        • Balance: Increases the amount healed by Healing Touch by 20%. Casting Healing Touch increases the damage bonus of the Druid's next Eclipse by 10%.
        • Feral: Increases the amount healed by Healing Touch by 20%. Casting Healing Touch causes the Druid's next Rip to deal 15% increased damage.
        • Guardian: Increases the amount healed by Healing Touch by 20%. Mangle (Bear) critical strikes have a 20% chance to make the next Healing Touch or Rebirth instant, free, and castable in all forms.
        • Restoration: Causes Wrath to deal 20% more damage and heals a nearby friendly target for 100% of the damage done.
      • Heart of the Wild when activated, now also provides a 25% bonus to healing for Restoration Druids.
      • Mass Entanglement no longer has a limit on the number of targets that could be affected, up from 5.
      • Nature's Swiftness is no longer a talent, and is now an ability learned by Restoration Druids at level 30.
      • Nature’s Vigil when activated, causes healing spells now trigger an additional heal on a nearby ally for 25% of the amount healed. This is in addition to the existing effect where it damages a nearby enemy target for 25% of the healing done.
      • Soul of the Forest has been partially redesigned to make it more attractive to Balance, Guardian, and Restoration Druids.
        • Balance: Wrath, Starfire, and Starsurge casts have a 8% chance to cause the next Astral Communion to instantly advance the Druid to the next Eclipse.
        • Guardian: Increases Rage generation from Mangle (Bear) by 20% instead of 30%, but the bonus now also applies to Rage generated by Primal Fury.
        • Restoration: Now causes the Druid to gain 100% haste (up from 75%) on their next spell after casting Swiftmend.
      • Ysera's Gift, a new talent healing the Druid for 5% of their maximum health every 5 seconds. If the Druid is at full health, it will heal the most injured friendly target nearby instead. This talent fills the spot vacated by Nature's Swiftness.
    • Glyphs
      • New Glyph: Glyph of Efflorescence increases the healing done by Swiftmend by 20%, causes the Efflorescence healing effect to be triggered by Wild Mushroom instead of Swiftmend, and lasts as long as the Wild Mushroom is active.
      • Glyph of Innervate now causes Innervate to give both the Druid and the target 60% of the normal effect of the spell if it's cast on a target other than the Druid.
    • Balance
      • Eclipse now energizes the Druid for 50% of their maximum mana when triggered, up from 35%.
      • Moonkin Form no longer reduces all damage taken by 15%.
      • Starfire has its mana cost increased by 50%.
      • Starsurge has its mana cost increased by 50%.
    • Restoration
      • Genesis is a new Restoration spell learned at level 88. Genesis targets all party or raid members within 60 yards and accelerates the casting Druid's Rejuvenation effects, causing them to heal and expire at 400% of the normal rate. Costs the same amount of mana to cast as Rejuvenation.
      • Swiftmend area-of-effect healing effect is now called Efflorescence.
      • Wild Mushroom: Bloom is no longer capable of critical strikes, and accumulates overhealing done by Rejuvenation by 100%, down from 150%. Overhealing bonus no longer benefits from Naturalist or Mastery: Harmony.

  • Hunter (Forums / Skills / Talent Calculator)
    • General
      • Arcane Shot had its damage and focus cost increased by 50%.
    • Talents
    • Marksman
      • Binding Shot is no longer a Marksman Hunter ability and is once again a talent.

  • Monk (Forums / Skills / Talent Calculator)
    • Talents
      • Ring of Peace has a new visual effect.

  • Paladin (Forums / Skills / Talent Calculator)
    • General
    • Talents
    • Glyphs
      • Glyph of Inquisition has been redesigned. The glyph now increases the duration of Inquisition by 30 seconds (up to a maximum of 2 minutes) each time the Paladin lands a killing blow on targets that yield experience or honor.
    • Retribution
      • Guardian of the Ancient Kings (Retribution version) now has a reduced cooldown of 3 minutes, down from 5 minutes, and the maximum number of stacks has been reduced to 12.
      • Inquisition now lasts 20 seconds per charge of Holy Power consumed, up from 10 seconds.

  • Priest (Forums / Skills / Talent Calculator)
    • General
    • Talents
      • Angelic Feather now increases allies' movement speed by 80%, up from 60% and the feathers have a duration of 10 minutes, up from 5 minutes.
      • Divine Insight for Discipline Priests now has a 100% chance to activate its effect after using Penance, up from 40%.
      • Twist of Fate damage and healing threshold to activate has been increased to 35%, up from 20%.
    • Shadow
      • Shadowform no longer reduces all damage taken by 15%.
    • Class Armor
      • Restoration PvP 4-piece set bonus is no longer an area-of-effect and only affects the character that dispels Vampiric Touch.

  • Rogue (Forums / Skills / Talent Calculator)
    • General
      • Recuperate now restores 4% of maximum health every 3 seconds, up from 3%.
    • Talents
      • Nightstalker now increases damage dealt by abilities while stealthed by 50%, up from 25%.
    • Combat

  • Shaman (Forums / Skills / Talent Calculator)

  • Warlock (Forums / Skills / Talent Calculator)
    • General
      • Fel Armor no longer reduces all damage taken by 10%.
    • Talents
      • Howl of Terror is no longer a talent and is now a baseline skill for all Warlocks.
      • Demonic Breath, a new talent replacing Howl of Terror. The Warlock sends out a cone of Shadow damage, snaring targets, has a 20-second cooldown.
      • Kil'jaden's Cunning is no longer a passive ability. Kil'jaden's Cunning now now has a duration of 15 seconds with a 1.5 minute cooldown.
      • Mannoroth's Fury is no longer a passive ability. Mannoroth's Fury now has a duration of 15 seconds with a 1.5 minute cooldown.


    Warrior (Forums / Skills / Talent Calculator)
    • General
    • Talents
      • Enraged Regeneration now instantly heals the warrior for 10% of their total health (up from 5%), and an additional 10% over 5 seconds (up from 5%).
      • Vigilance no longer transfers damage to the Warrior. The talent now reduces amount of damage the target takes by 30% for 12 seconds.
    • Arms
      • Slam now does an additional 10% damage to targets affected by the warrior’s Colossus Smash.
    • Fury
      • Titan’s Grip now works with polearms.

Quests
  • The Strength of One's Foes: Players should no longer be receiving excess Sigils of Power or Sigils of Wisdom.

Creatures
  • Bonus Roll change: Players that don’t have a coin or elect to not use a Bonus Roll when defeating one of the world bosses (Sha of Anger, Galleon, Nalak, and Oondasta) can come back later that same week to use the Bonus Roll. The limit has not changed and remains one attempt and one bonus roll per boss, per week.

Pet Battles
  • General
    • A new pet battle tournament is available on the Timeless Isle, more details coming soon!
    • Players are now able to trade in any 3 of the same family specific Flawless Battle-Stones for a single Marked Flawless Battle-Stone.
    • Viewable pet battles will now display working health bars.
    • Battle Pet levels are now only shown on the map if you are tracking Battle Pets.
    • Aquatic type's passive effect now reduces damage from damage-over-time effects by 50%, up from 25%.
    • Critter type's passive effect now makes critters immune to roots, stuns, and sleep effects.
    • Dragonkin type's passive effect now activates after an attack brings a target's to below 50% health, up from 25%.
    • Elemental type's passive effect now only affects negative direct effects of weather. (E.g. Sandstorm's accuracy reduction won't be applied, but the damage reduction will.)
    • Magic type's passive effect now caps damage taken at 35% of maximum health, up from 40%.
  • Battle Pets
    • Darkmoon Zeppelin: Several abilities have swapped positions.
    • Mechanical Pandaren Dragonling: Several abilities have swapped positions.
  • Battle Pet Abilities
    • Accuracy now affects the entire team.
    • Dark Simulacrum has been replaced with a new ability, Rot. Rot deals Undead damage and temporarily turns the enemy pet's type into Undead.
    • Trihorn Charge now has a 1-round cooldown.
    • Trihorn Shield now displays the correct amount of damage reduction.

Raids, Dungeons, and Scenarios
  • Raids
    • The chance for awarding loot from kills or bonus rolls has been increased for Mogu'shan Vaults, Heart of Fear, Terrace of Endless Spring, and Throne of Thunder on Raid Finder difficulty.
    • The chance for awarding loot from using a bonus roll has been increased for Throne of Thunder on Normal difficulty.
  • Dungeons
    • Players who obtain a realm-best time in a Challenge Mode dungeon (group must contain at least 3 people from the same realm to qualify) will receive a temporary title specific to each dungeon (e.g. Siegebreaker for Siege of Niuzao temple, Darkmaster for Scholomance, etc.). This title will persist for as long as a player retains the top time on the realm. Holding a realm-best time at any point will also confer a permanent Feat of Strength to record the accomplishment.

PvP
  • Season 14 Grievous gear is now available. Elite versions of Grievous gear will require a rating of 2000 to purchase.
  • Season 13 Tyrannical gear can now be purchased with Honor Points.
  • Season 12 Malevolent gear can now be crafted.
  • [PTR]: For testing purposes, Grievous Flaskataur will be available near the Niuzao Temple selling standard Grievous gear for gold.

Items
  • All permanent item enhancements provided by Enchanting, Engineering, Leatherworking, Tailoring, and various vendors and quests are now able to be applied to items of any level. This means all enchantments can now be applied to heirloom items.
    • High level enhancements applied to items equipped by low level players have their power scaled down to be similar to enhancements intended for that level range.
    • Low level enhancements applied to items equipped by high level players do not grow further in power beyond their intended level range.

UI
  • The vestigial Use Hardware sound option has been removed.
by Published on 2013-06-10 10:49 PM

Gul'dan Emotes, Card Races

Battle.net Desktop Client - Services Activated and Beta Test Opt-in
Blizzard finally flipped the switch on the new Battle.net desktop client and it is now available to people selected for the beta. A couple extra features have emerged:

  • You no longer have to log in to WoW, SC2, or D3, as clicking play will automatically log you in.
  • A list of your BattleTag and RealID friends is now shown in a small window in the client.
  • Chat is disabled for this phase of testing, but you will be able to chat with your BattleTag and RealID friends in the future.








Battle.net Launcher Update: Testers Wanted
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We're continuing the Battle.net®-related testing we mentioned previously. As part of this, we're now inviting beta testers to help test and refine a new desktop app for Battle.net designed to improve the launcher experience for all Blizzard games and streamline the ability for players to get into their games.

If you’d like to help us with the testing, head to your Battle.net Beta Profile and opt in to at least one of the game universe beta tests (if you haven’t done so already). We’ll be inviting players to the beta test in waves—if you’re selected, your Battle.net account will be flagged automatically and you’ll receive an email with additional details.

For more information, check out the FAQ or visit the beta test forums.

Launcher Update Testing FAQ
Originally Posted by Blizzard (Blue Tracker)
When does the beta test begin? How do I opt-in?
The beta test is now underway. If you’d like a chance to participate, first make sure you’ve created a BattleTag, and then head to your Beta Profile Settings and opt in to any of the Warcraft, StarCraft, or Diablo beta tests. See the Beta Opt-In Instructions for a helpful walkthrough. If you have already opted in for a previous Blizzard beta, you don’t need to opt in a second time.

What platforms and languages are supported?
The Battle.net desktop application is available for Windows and Mac in English, Spanish, Brazilian Portuguese, French, German, Italian, Russian, Polish, traditional Chinese, and Korean.

What regions can participate?
Players in the Americas and Oceania, Europe, Korea, and Taiwan can participate. Players in mainland China will not be able to participate in this beta test. We’ll have more information to share about our plans for the Battle.net desktop app in mainland China in the future.

Is there a non-disclosure agreement?
There is not a nondisclosure agreement for this beta test. Those invited to play are free to take screenshots and discuss the app. Participants can give us feedback in the beta test forums.

How does game patching work through the Battle.net desktop app?
When you’re logged in to the Battle.net desktop app, it automatically downloads and installs updates for all supported games as they become available. You can patch one game at a time; the Battle.net desktop app also allows you to pause the patching process for one game in order to patch another, if needed.

Which Blizzard games are supported in the Battle.net desktop app?
The Battle.net desktop app allows you to launch Diablo III, StarCraft II, and World of Warcraft. Classic Blizzard games such as Diablo II, StarCraft, and Warcraft III are not currently supported, though we’re looking into the possibility of adding support for these games in the future.

I want to use the game-specific launcher for one of my games. How do I do that?
During the beta, you can switch to the previous launcher by uninstalling the Battle.net desktop app. As long as the Battle.net desktop app is installed on your system, you will not be able to access World of Warcraft, StarCraft II, or Diablo III through their standard launchers.

Can I log in to the Battle.net desktop app on multiple computers?
Yes, although the original login will expire if your account is logged in from another computer.

Can I still access the Battle.net website in my browser?
Yes, the Battle.net website will stay the same. The Battle.net desktop app provides a quick, convenient way to access your Blizzard games and certain features of Battle.net account management without opening a web browser.

Will everyone’s launchers eventually be updated to the Battle.net desktop app?
Yes — in the future, every Blizzard gamer will need to use the Battle.net desktop app to play their favorite Blizzard games. The Battle.net desktop app will replace the individual game launchers for World of Warcraft, StarCraft II, and Diablo III, and will act as your gateway to accessing future Blizzard games.

We’ll let players know in advance when we plan to roll the app out to everyone.

I'm having an issue—how can I get help?
Check the Known Issues List or visit the Battle.net desktop app beta forums to see if your issue is mentioned there. During the beta test, if you’re unable to resolve the issue and it’s preventing you from accessing your games, you can uninstall the beta client at any time to go back to using a game’s standard launcher.
by Published on 2013-06-09 10:37 PM

Reminder: 50% off of Character Services ends today!

Blues Read Everything, Blue Posts, Loroese's Arcane Mines Guide

Malfurion Stormrage Emotes, Gameplay Tooltip Text

Flex Raiding Q&A
Ghostcrawler spent some of his weekend answering questions about Flex Raiding! Reading all of the tweets is worth it if you are interested in the feature, but here are some of the major points:

  • Flex difficulty support can be added to old raids in the future, but currently only raids from Patch 5.4 and beyond are planned to support it.
  • LFR is designed to clear the entire raid in one night, but flex raiding will be closer to normal raiding, getting one boss or so a week if you are the target audience.
  • A shared lockout with LFR or Normal doesn't work, as it would punish people who ran LFR or Normal and then want to do a Flex run with friends.
  • Scaling Normal or Heroic would be very challenging, as some bosses would be much easier on one group size than another.
  • Being able to use the regular loot system instead of Raid Finder style loot is an option for future patches, not Patch 5.4.
  • There is a chance the scaling may go down a little bit lower than 10, but that isn't a promise.

Originally Posted by Blizzard Entertainment
Hey! flexible raids - people may say it's a disappointment , but for me it's a great news, congratulations on the new feature!
"I am not the audience for this feature, therefore it sucks," is a very old argument. It happens. (Source)

I don't know Morello, but I agree with a lot of what he says.
In Vanilla and BC, just leveling, making alts, profs etc. were entertaining enough for a lot of players. A very few raided. (Source)
In LK, largely from Naxx 25, many players discovered raiding, and it was fun for them. (Source)
In Cat, we made 10s harder so that 10 and 25 could deliver the same ilevel. But this pushed some out of raiding. (Source)
We offered LFR to provide raiding back to those players. It worked reasonably well. But it doesn't quite feel like raiding. (Source)
Our hope is that Flex mode does feel like raiding. (Source)

New Flex raids, what about boss mechanics? Low sense of accomplishment in LFR, they feel oversimplified or easily ignored.
LFR is designed with the intent that you will finish in one night. We want Flex to be more traditional raiding. (Source)
By which I mean that you might only get one new boss a week or so (assuming you're the target audience). (Source)

Will Flex Raiding be something we can use for Throne of Thunder?
No, at least not initially. It wasn't designed with that in mind, but retrofitting isn't totally out of the question. (Source)

lots of noise to see signal. Will Flex be an option for T14 and T15? Or T16 only?
Only the new 5.4 raid initially. We may add other raids over time, but it's not a simple change to convert. (Source)

how will flex raids handle healer ratios? is 15man with 1 healer going to be as viable as 10man with 3?
Bring as many healers as you think you need. I would get 2-3 if you have 10 total as a good start. Maybe 1 more for every 5 total. (Source)

I like the idea of flex raiding. Curious how will the number of battle res scale with group size?
We will probably just make it 3, as in the 25 raids. Maybe no limit. We haven't decided yet. (Source)

Can't the the normal difficulty be replaced by new the Flexible Raid? I didn't see the need for them to coexist...
They are just different audiences. Civilization and Halo support many difficulty levels. It's a common solution to difficulty. (Source)
In those games however I'm usually only playing one difficulty at a time. Do you expect people will do that?
I often play new game+ when I finish with a game. It just depends on the audience. (Source)

if you put in Flex raiding, disable LFR for 5.4 please, we don't need them both.
LFR serves a valuable purpose, but it's ideally a back up plan, not the only way you experience WoW. (Source)
You say 'backup plan', but LFR's presence has undermined so many aspects of the game. Teams, community, concept of journey.
So don't run it if you don't like it? For other players it gave them a chance to raid that didn't exist for them before. (Source)
There is this myth that most LFR raiders were former N raiders. By and large this is not true. Most of them were not prior raiders. (Source)

I have to disagree. I would rather do Flex raid than LFR, since I cannot commit to normal raids. Friends>strangers
We would rather you do Flex. We think you'll have more fun. But disabling LFR isn't the right motivation in our minds. (Source)

to me LFR is to see the content and lore. Normal modes are for challenges and gear
LFR is also good for alts or on weeks when you can't make your raid or when you're between guilds. (Source)
But I would submit that it's a lot more fun to joke around with your friends that with random strangers. (Source)

The seeing of the content is the real incentive to get people into raids. LFR accomplishes that at a far easier lvl
You can see the content on Youtube. Experiencing a challenge and getting loot are fun too. (Source)

thoughts on limiting lfr? Say 10/12 available bosses -> incentive to push normals, exclusivity for norm/hc.
Potentially. We all like exclusive content. You just can't let that come at the expense of content in general. (Source)

Now with FlexR getting implement, could you remove tier pieces from LFR? They should only be accessible in FlexR/N/H raids
We discussed that idea, but instead there will be items only available in F/N/H mode. (Source)
just tier or all items ?
We discussed limiting tier items but are more likely to limit some other kinds of items. (Source)
The concern is that LFR needs some rewards - we aren't trying to kill it or else we'd just disable it. (Source)

I know players complained about the game being hard, but the game was healthier back then. It was growing, it was exciting.
It was growing, but it's hard to point to raid difficulty as the reason why. (Source)
You could point to having fewer specs or no mass rez, but I don't think those are reasonable explanations. (Source)
Just because Y had characteristic X does not mean X caused Y. (Source)
But hopefully in your case, Flex will give you back some of what you're missing in LFR. (Source)

If you can see all the content without any effort, people opt for that. LFR is probably responsible for sub loss.
The fact is, WoW always lost lots of players. In the past, we tended to get as many or more new ones as we lost. Lately, less. (Source)
Also, an awful lot of players we lose never even make it to endgame content. (Source)
because your aiming your game at casual fans who join and leave. making same mistakes as nintendo
I don't know. Blizzard and Nintendo both seem to have models that work out pretty well for them.... (Source)
nintendo have had a massive sale flop of the WiiU, wouldn't say its worked out that well.
Sure, but overall their track record is great. I'm still a fan. (Source)
I feel like they want to offer a mainstream experience with a ton of depth. Sounds like an awesome philosophy. We use it too. (Source)
and yet the casual market put them out of the next-gen run. Microsoft announced the same with Xbox one - share prices dropped.
I'm an industry insider, and even I wouldn't predict who has lost or won the next gen game yet. (Source)
What is your plan for /flex raids in regards to past content and gear? How will it work with...let's say Firelands or Ulduar
Flex is only for the 5.4 raid initially. (Source)

Combining 10/25 lockouts so people didn't feel obligated to do both.. Now we'll have three lock outs? What changed your mind?
It's a lesser of two evils thing. We changed the ICC model, but in retrospect maybe that wasn't the right call. (Source)
In game design, there are rarely no brainers. Usually you are trading off pros vs cons. This is no exception. (Source)

Flex raid: why not a shared loot lockout with LfR, so people don't feel 'forced' to do 3 raid difficulties per week?
"Hey, GC can you join our flex raid?" "Oh, sorry dude, I ran LFR on Sunday." (Source)
Thats ridiculous. "Hey, GC can you join our Hc raid?" "Oh, sorry dude, I ran Normal on Sunday".
With a few exceptions, H in particular is designed for set rosters not grabbing random dudes. Flex is all about grabbing whoever. (Source)
Why not allow N/HC guilds to flex too so they can be sure they have a raid on raid day and don't need to bench backups
It would be almost impossible to balance N or H for a variable group of people. Flex mindset isn't about min-maxing. (Source)

With the Flex raids opening in wings, can you start with any wing? Attempt the last boss without having to kill the first?
Not sure yet. (Source)

Are you waiting to see how 5.4 flex raids go before deciding whether to give n/h some flex? Or have you already ruled out?
We can't realistically scale group size for N or H because there would be bosses much easier on one group size than another. (Source)
That risk exists for Flex too, but remember the target audience is raiders who don't min max things like group size. (Source)
H players in particular would probably do a lot of "need 12 for boss A and 22 for boss B." Think that is less likely in flex mode. (Source)

I'm afraid flex-raid will make it even less attractive to graduate to real raiding. What would be the incentive for normals?
Do they need an incentive? We have a lot of players (not millions, but a lot) still struggling on Horridon. Flex is for them. (Source)
flex raids are for us? Your teams made the mistake, not ours. Normals don't need to be horridon hard.
We think Normal is serving its audience. Why deny them that? We can rename it Elite if the name bothers you. (Source)
It's not serving its audience. You've said so yourself that many are stuck on horridon.
Some are stuck on Horridon (and those are the audience for Flex). The success rate for Horridon overall is good. (Source)

A better question would be in time do you see "'flex" raid just replacing normals?
No, we like normals. We have a huge and diverse audience. We want to provide fun challenges for as many folks as we can. (Source)
What are your teams thoughts on how this will effect normals, their numbers and recruitment?
We expect people still wiping on Horridon at 8 weeks will shift to Flex instead. But, we predict most of the shift from LFR. (Source)

Also if your intent is to remove valor gear because flex raid is available I would caution you people do not like RNG
Some people just don't like raiding (even flex). We want to provide pathways for them to advance too. (Source)

What kind of difficulty level are we looking are for Flexible Raids? LFR tank and spanks or nearer to Normal?
Closer to Normal. We don't want the expectation to be that you clear it immediately, but we do want you to make progress. (Source)

Flexible Raids: Any concerns of burn out with three tiers of the same content? Note: Awesome idea, excited about seeing it.
Just pick the difficulty / size that best suits your interests. We don't think it works out well when we try to play game nanny. (Source)
The concern is valid, but when we try to save players from themselves it often backfires as often as it works. (Source)

No offense, but this new 'flex-raid' doesn't help when your realm has difficulty gathering even ten players.
Agreed, but it isn't intended to fix that problem. (Though you can invite friends from other realms.) (Source)

LOVE Flexible RAID idea. Just, PLEASE, don't use LFR loot for it. Use Normal Loot, to share gear between players
We don't yet have a solution for scaling no. of drops. We don't want you to hesitate to bring dude 15 because it means less loot. (Source)

Flex will use Personal Loot to avoid PUG drama, is it possible to let raid lead pick to use real loot system if just friends?
Not for 5.4 but if there is demand, we can look into adding the more traditional raid loot systems. (Source)
We don't currently have a system that lets a boss drop more loot that scales with size other than personal loot. (Source)
The problem is the scaling size. We don't want any pressure to not invite someone for fear of less loot. (Source)
This came up on EU forums (a couple of other posters suggested the same); thoughts?
It's not an unsolvable problem by any stretch but it's not a trivially solvable problem so it will likely have to wait. (Source)

Flexible raiding ticks a number of boxes. However, what does a group size of 11 or 12 mean for PoH and group bound spells?
Probably another good reason to kill that functionality of PoH... but not for 5.4. (Source)

Ji-Kun mount drop on Normal and Heroic mode, as far as I know. What about the new "Flexi-Raid" mode?
In general we want Flex to reward more cool stuff than LFR, Normal more than that and Heroic more than that. (Ji-Kun himself !flex) (Source)

new raid system sounds redundant - non25s can queue LFR, waste dev-time, leads to further cutting down LFR ilvl to squeeze in
There are a non-trivial number of players in more casual 10 raiding guilds who don't want to raid with strangers. (Source)

With Flex raiding, have you considered removing faction restriction for instanced PvE via battlenet? Are there Tech hurdles?
Mostly design hurdles. We like red vs. blue. (Source)

really love the flexible raid plan! Wish it scaled down below 10. 8 players would be great.
We *might* let it go a little lower, just so a late player can join you in progress rather than being replaced. #nopromises (Source)

Blue Tweets
Originally Posted by Blizzard Entertainment
Professions
What exactly is the Engineering "Sky Claw"? I've heard some blue talk about it not being released in 5.3 yet. Any explanation?
It was an Engineering mount that ended up having a lot of bugs. We're considering a different Engineering mount. (Source)

Game feels a bit sterile. Feel like focus is too much on metrics and not compelling gameplay. Balanced around rewards, My 2c
Does it feel like that when you're playing or when you interact with the community (and us) on the Internet? (Source)
I'd say in-game largely. Professions good example. Realized at the end they all mostly give 320 stat gain.
But that sounds like you are focused on the rewards for professions not the fantasy or fun of crafting. That's why I asked. (Source)
Not like BC where I could craft myself Primalstrike because it was really good for me, pre-raids. (Er... 3/2.)
We did have a problem in BC that certain crafted pieces were so good that many players felt like they had to re-learn professions. (Source)
Wasn't that mostly with Drums of Battle? Exhaustion-style debuff could've fixed that. Don't remember ppl changing early in exp
I meant like Stormherald and Frozen Shadoweave. (Source)
Ah, I see. On the other hand, those items sure made those professions compelling, didn't they?
Absolutely. Everyone always recalls it as the glory days of professions (at least for raiders). (Source)
But I can't help but think players would complain today if they felt "forced" to go Blacksmith for a tier. (Source)

If you could steamline 3 of WoW's systems with a magic wand, which ones would they be? (e.g Rotations, Gem Options, Profs)
Professions, end-game gearing direction, ability bloat. (Source)
What are your thoughts on removing power perks from professions? IMO perks harm the fantasy without adding much
My personal opinion is they are pretty lame and encourage players to choose professions for the wrong reasons. (Source)
nobody complained when you removed helm enchant
Are you serious? I was actually amazed at the outrage. We thought we were doing players a favor. (Source)

Why the +Cooking set bonus on "Tradition of Cooking" when it does nothing?
You mean because it doesn't help with the Ways? It was intended as an alt item, not really a shortcut to Cooking. (Source)

Lore
what exclusive is there then? Ra-den isn't story relevant. we've never seen him or heard of him
That you initially don't know who he is or how he fits in is WHY he is story relevant. (Source)
Mogu. Titan. Old god. Sha. Mantid. All these things are connected. (Source)

League of Legends Lead Content Designer on WoW
LoL's Lead Content Designer made some interesting posts about WoW. You can join the discussion on the forums and see Ghostcrawler's response in the Flex Raiding tweets.
Originally Posted by Morello (Source)
It's a tricky topic, because our job is to make decisions based on what players not only want, but need. Let me explain that a bit.

Determining what players want is actually pretty simple - your most invested users tend to be very vocal and will put effort into making sure they're heard (ie; most forumers!) This is a good metric of understanding what players want, at least for high-engagement folks.

What players need is where players don't proclaim a desire for something, but it helps provide something they say they want. Many times, this is more than a single solution - it requires several steps of implementation to reach a result, or takes time to bake in many cases. Let me provide two example of want vs need, and why want cannot be the only driver for developers;

At Riot, we nerf champions. Nerfs are rarely wanted (and many times, unwanted). But, players want to have a fair experience with a variety of options. Additionally, a game without power caps and heavy power creep (something still happening faster than I'd like...) can disrupt the core game design focused around choices, decision-making, and strategy. To accomplish this, we need to nerf champions, even if players don't explicitly want us to.

To use your example, in the pattern of Burning Crusade and Wrath of the Lich King, the changes to easier raid content and more accessibility is actually informed by a want that a lot of players expressed - IE, raids were content that was exclusive from them and they wanted a piece. I respect the guys who make WoW (and its success is a testament), but this is a good example of where the developers should have recognized the core need of exclusivity and the right tuning of that, and steered away from players said they wanted. Personally, I think Burning Crusade is a sweet spot.

The above is a fantastic example of why we have to make tough choices and not always just do what players ask us to do - it's not always the right course of action.

The problem you're speaking to, in my opinion, is when developers think they always have that answer and that being a developer gives you divination into what that is. In my mind, game development isn't about having answers - it's the ways in which you find them.

Our interaction on here isn't just lip-service, it's so we can better optimize decisions around player wants - and explain what players need when they don't want it. This informs us a lot, but we make decisions based on a number of factors - player desires and feedback being one of them.

I hope this helps explain how I feel about this, and how the developer/player interaction looks to me.

One other thing to watch is "the game used to be good when the game was less mature, and it sucks now because of changes" thing. Many times, players just get tired of a game after 1000's of hours, and that's natural. I still think WoW is a cool game, I just can't wring any more enjoyment out of it.

World of Warcraft, nerfed it for exceptionally terrible players and ruined quality of the game in by doing so because players who were bad, refused to accept that and get better.
No, that's the lens of your personal values - you believe your values of game-playing (skill mastery) is the reason all players should play the game. Many people play the same games for different reasons.

Or, sometimes, the changes are just bad. WoW was fun when you could have casual 25 man raids in WotLK. It stopped being fun in Cata when 25 man raids disappeared.

In SC2, the change to larger maps and ever increasing rush distances ruined it for me. I didn't like that a second Nexus/Hatchery/Command Center became the first building after supply structure/unit.

You could bury your head in the sand and insist that people left because they got bored or you could consider that your changes aren't universally loved.

Some changes are bad - and they can disengage players. I found Wrath of the Lich King less fun to raid than BC, but the reason I think it was a harmful direction was more what I think engages players overall - many of the things that do not engage me personally. "I quit WoW because there's not 40-man raids and now people other than me and my 39 friends can raid" is one of those things that would have low value, conversely.

The big difference in players get to think about their own experiences (and should!), where developers need to discover what groups of players need, what drives them, engages them and makes them feel rewarded.

WoW was bad. It is bad and it will continue to be bad. WoW had the simple blind luck to be in the right place at the right time.

The original concept was little more than Everquest with a few modifications. Quests were easier to find, enemies were better balanced for your level, and waiting for your life to regenerate took a lot less time. Aside from that the game was an ugly sack of fail. The raids were broken, literally, almost every raid was released in an unfinished and unbeatable state. We found out in AQ40 that this was done purposefully because Blizzard wasn't able to meet deadlines. I do not like to raid, I occasionally enjoy partying but by and by I like doing solo content or hunting for rare materials. So pretty much WoW has nothing for me because Riadrz want their super op weapon drop and god forbid you have allow a plebeian solo player farm mats to craft a weapon even 1/10th the quality of that thing. No, the items that are only 1/10th as good as Raid loot have materials that drop in Raids.

I hate WoW. I hate Blizzard. They took a fantasy universe I found to be brilliantly designed and destroyed it.

You don't like WoW (clearly!), but this is the attitude I'm saying is flatly incorrect. WoW is a well-crafted game that you do not happen to like. Our own personal tastes do not equate to what is good and bad in game development, only what our potential engagement is. And, to be frank, if you're not the audience, it has little impact on anyone else.

I don't like playing Halo. Halo is an extremely good game.

How could you think burning crusade was the "Sweet Spot". A majority of the players couldn't even get to 3/4's of those raids. Hardly anyone ever see's end game content. I mean, christ. Your mindset works for League of Legends just fine. I can't argue with the results. But I sure as hell can tell you that your mindset would of made WoW a worse game by far, and I would of left it after BC instead of sticking around for MoP. Do not go into the MMO Business again, as I think you were with Guild Wars right?
I'm saying I don't think raids should be inclusive, as the exclusivity of content creates a psychological trick in your brain that makes the game feel endless. Basically, my direction would be (and maybe incorrectly - I haven't tried!) that all content is not for everyone. If anything, League proves core gaming has a big audience, and you don't have to make things easy.

That's a fair assessment. I stopped playing Blizzard games when it became clear to me that my tastes were very different from the majority of their player base. I liked BC but never got to raid there. I liked it because even dungeons had progression with the keys and the hard Heroics. WotLK lost that in many ways, but the raids everyone could do became what Heroics were in BC for me. In Cata, there was little to no dungeon progression (it was even easier than WotLK) but raids were out of reach for me too. I spent 3 months playing as part of a guild in the hope to get into a raid group with no success. I canceled shortly after.
As a player, it was sort of the same for me.

Raids HAVE to be inclusive for the most part. Because that's the only major content in a MMO at max level on the PvE aspect of it. That's the only way to really "progress". How could you miss that? That's why there's heroic raids, so people who want challenging content can go and do that and feel exclusive. And even the new thing where there's a uber secret hard boss that is only unlocked in heroic mode.

I'm actually really startled you could miss something like that. I'm glad league of legends is a game where everyone can participate at max level.

You sure? The game has massive numbers even without accessible raid content - it was in a big period of growth during this time - many players who do not raid have plenty to keep them busy.

Since not everyone plays for mastery, and many play for achievement, over-time reward structures (dailies, rep grinds) engage the majority of the players. The minority still raids, but now it's lost the exclusivity. Are you sure your views are representative?

They may be - I don't have access to their data which could prove me wrong. I'm just checking to see if you're thinking about it from a holistic perspective or a personal one.

Keep Them busy?........Such as Dailies? Do you know how awful those things are? Dailies for everything these days......But yes, recently there's a huge amount of content that is not raiding, that you can certainly do. There's actually a staggering amount of things you can do in WoW that isn't raiding.

Yes, I believe my views are Representative. A much greater part of the minority raids now, I believe ghostcrawler threw a quote out there saying that the size of players seeing end game content was "staggering" now that LFR was out.

And there IS Exclusivity still in the form of heroic raids.

No one really has access to that sort of data except blizzard, but i distinctly remember ghostcrawler saying something similar to "Barely anyone has seen end game content, so we're coming out with Looking For Raid".

I mean, you're putting the bulk over your story and endgame content into raids, something (as you've said yourself) the minority of players will ever get to experience. Why limit that to such a small portion of the community? And also why bother making that content if only a small portion of the community could ever play it?

I think that's the decision-making process that has driven Blizzard - and clearly it is successful. I just think I'd value different design aspects of WoW if it were my decision to play up engagement over the long-term - a bit of less-is-more design.

Can you please teach Ghostcrawler how to properly balance the game then? Instead of throwing Hunter's under the bus like the "Redheaded Step Children Who Lives Behind The Staircase" that we are made to be.
I have a ton of sympathy and respect for Ghostcrawler; he's the face of an entire design team also. I don't think their balancing is really bad, either, I'm not in agreement with their overall high level design philosophy - not that it's bad, I just have a different conclusion. Within that philosophy, though, I think their balance methodology is really appropriate.

Innovation drives the gaming industry in one way or another, and WoW never innovated anything.

The 2 sided conflict of characters with different classes available (initially) had been done before in MMOs. Battlegrounds and CTF style combat had been done in other MMOs, Raid style content had be done before in MMOs. Crafting with almost identical systems existed in other MMOs before WoW. Seamless worlds existed prior.

Nothing World of Warcraft did was particularly unique or innovative. The main reason it became such a huge smash hit was because it was made by Blizzard. Being set in the Warcraft world made it instantly desirable to everyone that had played a Blizzard game, which was a LOT of people. They recruited their friends to play with them who pulled in friends, etc. And we get the legacy that is World of Warcraft.

Was it polished at the time excluding graphics? Sure, hell yeah. But to someone who has been playing the genre of games since Everquest, it was incredibly bland and uninspiring. Especially at launch.

Do I respect World of Warcraft? Of course I do. It's made gaming normal in every day life and an acceptable pastime. It made more money than you can imagine and brought my first and favorite genre of computer games to the masses. But it wasn't special. It wasn't particularly well crafted. It was just -VERY- well marketed.

But WoW redefined what MMO's are for an entire generation of gamers by using well-known methods to deliver the first "doesn't kick you in the balls over and over" theme park experience. While maybe it didn't invent gas powered engines, it certainly built the Model-T.

Innovation is a powerful thing to have, but it's not the only thing that defines a well-crafted game.

It's funny to me, personally, that you use World of Warcraft as an example and say that it lost "a ton" of players. I know personally I couldn't even stomach playing WoW before Wrath of the Lich King (and I bought Original when it released) because of how incredibly exclusionary the gameplay was if you were not in that top 5% . It really had nothing to do with time playing (I played JRPGs most of my young life, so I knew what it took to spend hundreds of hours on a game). I had no interest in committing 40 hours a week to preparing to play a game for 20 more hours that weekend. I feel THAT is what has been addressed by Blizzard, and save the nostalgics and the elitists (who I feel are similar to those on these forums who gripe about special skins not being so very special), no one has much of an issue with needing to do less mindless grinding to experience the actual purposes of the game.
Hardcore players, this feedback is not valuable. We know what happens if developers are too swayed here - you get new versions of an old game that has just enough difference to not pull you over (CS:GO, really the AWP cost being the same was important? No.), but not actually advance the series or genre in a meaningful way. Doing this disallows you to actually give the game any meaning - why does it exist, who is it for?

Now, developers have a responsibility here too; deconstruct why they're saying what they're saying. Many times, your hardcore fans want to ensure the new game has depth and skill. If you're changing how that's done, explain this process to your hardcore dudes. Don't pander or cave, just be upfront. If you're removing burden of knowledge/etc (things that most extremely hardcore gamers will latch on to as meaningful skill), be honest with it and try to evaluate that you're adding real skill mastery to your new game as well.

Your hardcore guys are valuable, but be careful to not let them rail your new game into total conservatism.



Weekly News Recap
Here is your chance to catch up if you missed a day of news this week!


by Published on 2013-06-08 09:03 AM

All Items Will Have a Use, Latency Issues with Whirlwind, Blue Posts, Blizzcon Art and Movie Contests

Rexxar Emotes, Blue Posts

Patch 5.4 Unannounced Features
Bashiok responded to a question about the unannounced feature today.



Flex Raiding Q&A
There are lots of discussions going about this new feature on the forums!
Originally Posted by Blizzard Entertainment
Can I run a Flex raid with 10 rogues and zero healers and zero tanks?
It doesn't change the mechanics of what raids are, it's a variable difficulty that scales on the number of people you have. You'll still need tanks, you'll still need healers, and you'll still need DPS; the fundamental archetypes of the game aren't changing.

If your guild or group of friends isn't attempting raids now outside of LFR, you might have some roles you're not filling, but you certainly could get to that point. Certainly expect people to be building PUGs and such, but that's not really the intended target. The immediately intended target of Flex is to allow the more casual guilds that are already making small attempts at Normal (and probably hit a brick wall early on in ToT) to more easily get weekly groups together to have fun and progress on content that's more suited for their pace. They want to see the content, want some challenge in progressing, but aren't so hardcore as to be sitting people out or demanding requirements of those playing. Jump in and play the game with friends, have fun, low stress, Flex.

I hope it helps with reviving the pugging scene I met a lot of friends that way.
Absolutely. Just the process of people putting groups together for things and having that need for some coordination in the content, you end up seeing the same people over and over, make friends, and that in no small part helps to build long-term in-game relationships and feeds into healthy guilds.

So if a 10 man raid group thats casually doing Normal modes decides to do a flex raid, its just plain easier. no doubts there.

But if they bring their 10 man, and then 5 more healer friends, how does it scale? Just plain scaling of the bosses HP? wouldn't it mean those 5 other healer friends are kind of dead weight?

If you're thinking strictly in terms of "what is optimal for us to complete this content efficiently" then Flex is probably not targeted at you.

Balancing will come out during the PTR though, I don't think we'll get into how it'll scale too much before then. It'll err on the side of the group, and ensuring they can meaningfully progress in a reasonable amount of time.

But only 25m casual groups or 10m groups with large rosters, right? A small, casual 10m group that ends up missing people on a given night won't really be able to take advantage of the flex system to "just raid anyway" with their friends, which I think is a shame.

I'd love to see a little more flex allowing for maybe 8-28 raiders or something, so that 25m groups can also take advantage of the new flex raids to not have to bench friends, and 10m groups can worry less about having their raid night cancelled because of one or two missing raiders.

Raid mechanics start to break down when you go much below 10 players. There are still assumptions of having 2 tanks and 2 healers, and some mechanics are not really able to scale with much fewer DPS. Raids are still going to be raids, and raids are designed with some 'givens' to ensure the mechanics can be interesting, complex, and challenging.

But unlike Normal and Heroic, you CAN invite BattleTag/RealID friends to a Flex raid of the current tier, and so if you're short you can fill it out with people you know, instead of spamming chat to pick up randoms.

The designers are discussing allowing you to at least enter the raid with 8+ people. The intent would be to allow a group to start clearing trash while they wait for a couple stragglers, as the difficulty with less than 10 would still be scaled for 10. It could allow for skilled/geared players to do it with less than 10, but some mechanics just may not be possible as we're not designing for it.

Can they leave and have the raid automatically adjust on the fly? How about adding people after it starts?
Yes, and yes. It's dynamic.

How is it going to scale for healers? If I'm taking 17 players how will I know how many healers I will need?
You'll still want a standard raiding DPS/Healer ratio. It doesn't look at class or spec, it's purely scaling for number of players. It'll be up to the raid leader, and depending on gear and skill it'll be different for every group of people how much they can really deviate and how those deviations affect their rate of progression.

Again, it's going to be up to the PTR and seeing how testing progresses to determine how balancing shakes out and what's possible. (Blue Tracker / Official Forums)

We just made tech which could made life of 25-men a lot easier. Let's give it to LFR folks. -.-
This isn’t for LFR folks, it’s for Normal folks (ahem... you know what I mean) that were going into LFR and weren’t having an enjoyable raiding experience or that just wanted an easy way to play with friends and family without spending too much time organizing it. These players would go to LFR only for gear, not for the experience, and that’s not really what we want to see happening.

I’m hoping that players who are looking for more challenging content, but have no time to get into the usual guild raiding schedules, will start to switch from LFR to Flexible Raids.

Highly skilled players with heavy time constraints have always felt a bit left out from MMORPGs, but maybe there are ways we can deal with that.

Ideally, skill should be equally or even better rewarded than time, but there needs to be a balance between the two, we can’t provide 30 minutes of insanely difficult content with the best rewards that only 0.001% of the player base would be able reach, but we also can’t do the opposite and make rewards exclusively and directly proportional with time spent. Skill needs to enter into the equation and needs to have a pretty strong weight.

LFR still has its own place, some players are quite content with it, some have no intention of going any further than LFR in terms of raiding and are happy with the experience it provides. We’re just trying to provide content for everyone to enjoy.

This is just a preview, 5.4 isn’t even on the PTR yet, many things can still change. This is also part of the reason why we’re sharing this information with you all; the feedback we get will help us to better shape our next major content patch. I've already seen quite a few interesting and unexpected arguments in this thread and we'll share them with the devs, so keep it up!

With a new raid lockout things will indeed change (not for everyone, of course). If you want to stay ahead and on the top of your game, you'd want to run both the 5.4 LFR and LFR+ since they most likely will wield upgrades, whether it be because you want to mixmax for your normal/heroic raid progress or because you want to see your character evolve.
That’s a good point, I believe that a few players might do that for a little while, but I would like to point out that the unlocking of Flexible Raids and LFR are very similar but on different timetables, this will probably mean that normal and heroic will open first, then FR and then LFR.

So by the time LFR opens, chances are, there won’t be that many upgrades left for let’s say, a fully heroic equipped 5.3 raider, which is the typical player that usually tries to get upgrades wherever and whenever possible.

I think it's an amazing idea, but I would like to see it 8-25 or 5-25 if possible + make the loot the same ilvl as normal and make flexi and normal share the lockout, or even replace the whole normal with 8-25 mode.

If there are 11-12 one night, the guild has to decide to do the low ilvl with all players, or do the high ilvl but 1-2 are left out.. and i'm almost positive they will choose the higher ilvl.

Yes that will probably happen to some extent in some groups, but that will depend on how hard the content really turns out to be and the ilvl difference between those “extra” players and the rest.
So, yes, it’s possible that some groups form with the intent to be as efficient as possible, so those will only include the best geared players in the smallest possible group.

I don’t think we should worry too much about that to be honest, in the end it’s all up to whoever organizes the raid, and that has always been the case. I sincerely doubt that most groups will leave people behind just for a small difference in terms of item level. Besides, ilvl isn’t everything, every guild decides on whom to bring to the raids based on many different factors, gear is only one of them, there’s skill, there’s personality, there’s knowledge…

Then let us assign loot to players whilst doing it please. One of my initial thoughts about this was it would be a useful way to help undergeared (whether through bad luck, absence due to real-life, or because they are trailists that need a little boost in ilevel) team members improve their gear.

Then I read that this new difficulty would be using the current lfr loot roll system. This would be a hindrance to such help. It would be useful if this decision were reconsidered, so that raiding guilds could assign gear to members based on need for helping us progress through normal's and heroic's.

There's nothing that cannot be reconsidered and iterated before a patch goes live, we'll share your input about the loot system with the devs.

Sorry, but I don't see that the traditional loot distribution would work with flexible raid size. If they add brackets to how many items drop based in a fixed amount of people (ie 2 with 10, 3 with 15, 4 with 20, 5 with 25) people would just pick enough people to reach that.
That’s a very good point; I assume that's probably the reason why this loot system was chosen in the first place. But like I said, everything is still subject to change, devs sometimes like to surprise us with unexpected solutions. (Blue Tracker / Official Forums)

Blue Posts
Originally Posted by Blizzard Entertainment
Titan Runestone Drop Rate
Can you clarify, are you still limited to one runestone total from as many Lei Shen's you kill per week? (one normal/heroic and as many lfrs as you can stomach)
Each character has always had one chance off an eligible boss (regardless of difficulty mode) per week for the Legendary quest drop.

Does that mean, if i do LFR and then raid with my guild i can have a chance off LFR and normal/heroic mode too?
If you have already defeated Lei Shen on Normal difficulty that week, you would not get an additional chance by defeating him on Raid Finder.

Is the chance of a runestone droping the same regaurdless of if you kill the boss first in LFR, Normal, or Heroic Mode?
The chance is the same regardless of difficulty/mode.

I don't believe this is true. It may be for Titan Runestones, but for the Secrets of the Empire, my guildies got them at roughly 4x the LFR rate from normal mode. To be more specific, a couple of them finished this step in half the time I did, despite starting later, only doing the first 4-6 bosses in normal mode, and never doing LFR. (I did every boss in LFR every week and very rarely did anything on normal).
The chance is random but remains the same across different difficulties. Your guildmates just happen to encounter a streak of good luck while running Normal difficulty.

The guaranteed drop from Lei Shen is meant to be an upper cap for players that experience a streak of bad luck. The discussion seems to be if this upper cap is still too long. (Blue Tracker / Official Forums)

PvP Item Level Cap Increase
Blizzard are trying to remove the fact that gear is needed to do arena so ye i dont think they will increase the ilvl cap in arenas.
No, we still want gear to matter in PvP to allow for a sense of power progression, but we simply didn't like that it was such a large factor in player victories previously. We will be increasing the cap in patch 5.4 for the next season, however we don't want to have the Ilvl cap suddenly jump up instantly to ensure that those with high Ilvl PvE gear don't suddenly out gear those in PvP gear, but rather everyone's Ilvl will increase together. We will try to share more about this as soon as we have more information on it for you. (Blue Tracker / Official Forums)

Diablo III – Coming September 3 to Xbox 360 & PS3
If you are interested in Diablo, be sure to read the message from the new game director!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On September 3, evil will be reborn on console systems throughout the world with the release of Diablo® III on the PlayStation™ 3 and Xbox 360® games and entertainment system from Microsoft. That's right, Diablo III will be unleashing hell on both Xbox 360 and PS3™ before summer's end, so lock in your preorders with your local retailer soon.

As an added bonus, all preorders of the Xbox 360 and PS3™ versions of Diablo III will include the exclusive Infernal Helm (in-game item only. . .though we have to admit it'd look pretty sharp IRL). Wearable at level 1, the Infernal Helm confers a +EXP bonus to help you whip your new PlayStation™ or Xbox® characters into shape. Plus, it looks sweet as hell on all five mortal heroes of Sanctuary—be it the Witch Doctor, Barbarian, Wizard, Demon Hunter, or Monk. Keep in mind that the redeemable key for the Infernal Helm, which you will find in your preordered console copy of Diablo III on launch day, requires an Internet connection to be redeemed and cannot be transferred across platforms.

Be sure to get your preorder lined up for the PS3™ or Xbox 360 versions of the game and prepare your thumbs to do battle against the sinister forces of the Burning Hells.


Please note that as the Xbox 360 version of Diablo III was announced today, it may take retailers several days to set up their product pages for this new version of the game. Be sure to check back if you don’t see Diablo III for Xbox 360 listed on retailers' websites.

TCG Art Update
Blizzard updated the Trading Card Game art gallery to feature ten new pieces.


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